Rory

Aspects

 * Defining Aspect: 90lb Weakling with a 900lb Suit
 * Character Aspects
 * Build a Future
 * I don't know. It just works
 * Don't Touch My Stuff.
 * If it ain't broke, don't fix it.

Advantages/Equipment

 *  &curren; Gear Head
 *  &curren; Scavenger
 *  &curren; Gadgeteer
 *  &curren; I've got just the thing
 *  &curren; Engineer (Ship)
 * Suit
 *  &curren; Hardened Structure
 *  &curren; Advanced Environmental Protection (Space/Water/Heat)
 *  &curren; Weakness
 *  &curren; Augmented Strength
 *  &curren; Energy Projectors
 *  &curren; Wall Walker (passive)
 *  &curren; Engineer (Suit)
 *  &curren; Enhanced Sight
 *  &curren; Enhanced Hearing
 *  &curren; Breathless (1hr/FP)

History
Everyone always assumed that the future would be an era without wants and war that we'd all just suddenly start to get along and live in peace. Of course, that never happens. The future is filled with the same bullshit as the past. Corporations get richer and richer, governments go to war, and those of us at the bottom are left to scrape out whatever kind of existence we can manage. For me, life began outside of London, deep in the heart of the slums. I always looked at the gleaming spires of the city proper with envy and more than often a bit of bitter resentment. The lucky people who lived up there were not forced to see their father killed in a gang war at age 5 or their brothers forcibly enlisted with nothing but a letter to explain where they had gone. At least they had been kind enough to bring us another letter explaining how they had "died in the honorable service of the UPAC". Being the runt of the litter did not make the situation any easier. I've always been small and weak, abnormally so, and in an environment that cherishes strength and willpower over intellect, that meant I was either A) a target or B) totally unnoticed.

It was in those few days that I was left alone that I started to tinker. It started with simple projects, fixing things around the family shack, building little gadgets, the usual. It all came so naturally to me that I assumed everyone was able to build and fix things with nothing but some copper wire and a tin can. Turns out, no one could. What was worse, when people asked me how I was able to, I couldn’t for the life explain it to them. My usual answer was a shrug and a simple “I just did.” No one believed me and assumed I had stolen it whatever I had shown them. While the lack of appreciation was an ego buster, it never stopped me. As I grew older, the projects started getting more and more advanced, to the point that people were starting to notice. I think the turning point was around when I was able to build a functional (and very powerful) generator out of remarkable amount of nothing. We had been used to living in the dark, as the lords and ladies in their towers weren't going to divert any power to us if they didn't have to, which they didn't unless they wanted to look charitable. So when the lights suddenly came on in a mile radius around the shack, it was a nice big wakeup call that the little guys also had power. Of course, power attracts the worst of society so the gangs took notice almost instantly.

For the next year, I was forced to secretly work for about eight or nine different groups of assholes, building this and fixing that, all in the name of not getting the opportunity to head-butt a bullet. Being just shy of 70lbs, it’s not as if I could have fought back. I just did as I was told and built and fixed. I hated it. Every second of it was hell and all I wanted to do was attach a bomb to every project I finished. So I did. Small charges mind you, all set to one radio transmitter in the ownership of yours truly. By age thirteen, I had finished thousands of projects, big and small, which meant that the fireworks show I was about to set off was going to be phenomenal.

On the eve of what was going to be the largest gang war the slums had ever seen, I made a break for the walls around London proper. They had set them up years back when a previous skirmish had threatened to force the unclean masses into the streets. I found a way to the top and sat, waiting for the chaos to start, casually twirling the detonator. Around 6PM, the battle started, escalating to a massive scale by midnight. You'd think at this point, a thirteen-year-old kid would have hesitated, afraid of what might happen if he went through with his evil but good intention laced plan. Turns out, the child in me had given up long ago, so I turned on the antiquated MP3 player I had rebuilt, found the 1812 Overture, and flipped the switch. I've seen movies since then with massive battles and explosions of epic proportions. None of them have matched the magnitude of my thousands of junkyard bombs and their cathartic beauty. As the explosions died down, I hoped over the opposite side of the wall and began a much more uneventful period of my life. By the way, turns out there is still a price on my head to this day in the slums. Who'd have thought that a kid could get a several billion-dollar bounty going?

About a decade later, I was living a comfortable life in the outer reaches of London proper. I had invented a neat little device that hooks into an ATM and turns it into AMM (Automatic Money Machine). I’m not sure whose account it came out of, but I like to imagine some corporate dick head woke up one morning with a nice chunk taken out of his wallet. Regardless, my new life began without a second look back. Nothing too fancy mind you, but still, an apartment with running water and central heat and cooling was a nice step up from wood and sheet metal walls and a dirt floor. I worked as a mechanic during the day and a genius by night, tinkering as I used to. A decade went by this way.

Aspects

 * Built a Future
 * He started with nothing but he's built himself a ladder to the stars.


 * I Don't Know, It Just Works
 * He can fix or build just about anything, but don't ask him how.


 * Don't Touch My Stuff
 * He doesn't have much, but the things he does have he will defend with his life.


 * If It Ain't Broke Don't Fix It
 * The crew of the Icarus may be dysfunctional, but it works for him.


 * Ghosts in the Machines
 * Technology almost seems to talk to him...


 * Machine Whisperer
 * ...and he speaks right back, making it all better.


 * Suit Up!
 * Nothing suits him like his suit.


 * I Like Robots
 * Human emotions are almost alien to him sometimes. Machines make much more sense.


 * One Man's Junk is Another Man's Ion Blaster
 * He's digging, he's digging, he's searching right through that junk heap.

Expert
3 for free. 1 AP each. You may take this Advantage multiple times, each time selecting a new field to gain the bonus.
 * Gear Head: You gain a +2 bonus on Craft rolls to repair or modify vehicles.
 * Engineer (Suit/Ship): You are an authority in a specific engineering field, be it computer hardware or software, explosives, vehicles, etc. You gain a +2 on all Craft rolls, or rolls to make Assessments related to your specified field.
 * Scavenger: Gain a +2 bonus on Scavenging rolls.

Heroic
2 AP each
 * Gadgeteer: You carry an assortment of small gadgets suitable for almost any purpose. Once per scene you may spend a Fate Point to allow you to use Craft instead of the normal Ability called for to perform any non-attack action you are attempting. Note that the GM may not allow you to use this Advantage if you have been stripped of your gadgets, or if you are in a location or environment where quickly creating a suitable gadget would be impossible.
 * I've Got Just the Thing: You have a tendency to carry a number of gadgets and tools with you, some mundane, some a bit more specialized. With the expenditure of a Fate Point, you can declare that you have just the tool for any particular job. And not just any tool, but a quality tool well suited for the task at hand. The tool grants a +2 bonus on rolls when using it, regardless of its exact type. Note that the GM may not allow you to use this Advantage if you have been previously stripped of your gear.

Suit Powers
How to use Powers ... Each time you use a Power with an activation difficulty, you roll your Affinity Ability against the listed difficulty. If you succeed, you activate the Power and suffer no stress to your associated Stress Track. If you fail, unless the specific Power says otherwise, you still successfully activate the Power. However, you suffer the difference between the result of your roll and the difficulty as stress on the relevant Stress Track. Some Powers require you to roll to activate the Power with each use, while some may only require you to activate the Power once, and then it stays active for the rest of the scene. Unless the Power states otherwise however, you must roll for activation each time the Power is used.

Breathless

 * (pp58) Base (2) -1 = 1
 * You do not need to breathe. Attacks or Powers that require you to breathe, such as poison gas, have little or no effect on you.
 * -1 (Effortless): This Power does not function all the time, you must activate it. To activate it, you need only spend a Fate Point. Activation is a free action, and once activated, this Power lasts until the end of the scene.

Enhanced Sight
You can willingly increase the sensitivity of your sense of sight, allowing you to see objects at a distance with perfect clarity. When activated, you gain the persistent Aspect Enhanced Sight (P).
 * (pp67) Base (1) = 1
 * Activation: Fate Point
 * Activation Time: Free Action
 * Duration: Scene

Wall-Walker
You may spend a Fate Point to be able to crawl on vertical surfaces, or even on the ceiling, at your normal moving speed. You effectively gain a +20 bonus on rolls to climb, though the GM should rarely require you to make such rolls since you can climb most anything with little difficulty.
 * (pp150) Base (1) + 2 = 3
 * Activation: Passive
 * +2 (Passive): You may use this Power all the time, and need never spend a Fate Point to activate it.

Energy Projectors (Power Attack, Ranged, Metro)
The armor features some form of integrated weapon system. The WR of these attacks is equal to your Tech Level +5.
 * (pp176) Base (4) + 1 = 5
 * Activation: simple action
 * +1 (Affinity) Use Craft to activate this ability as opposed to a FATE point.
 * (Metro) The super version of this Power functions exactly the same as the normal version, but has a higher base AP cost in exchange for added bonuses to its Weapon Rating. The WR of these attacks is equal to your Tech Level +6.

Augmented Strength (Super Strength (Metro))
Heroes have armor that allows them to direct more power to their exoskeleton, giving the user greatly increased strength.
 * (pp176) Base (4) - 1 = 3
 * Activation: simple action
 * -1 (Limitation) Can only use power while in the suit. Does not affect your character’s Physical Stress Track.

Advanced Environmental Protection
You are naturally immune to the dangers of one type of dangerous environment, be it underwater, the vacuum of space, etc. While this Power does not allow you to breathe in this environment, you will not freeze, be crushed, or suffer from ebullism.
 * (pp175) Base (1) + 1 = 2
 * +1 (Additional Environments) You are protected from two additional types of hazardous environments. This Modifier may be taken more than once.
 * Space
 * Water
 * Fire

Hardened Structure
Your armor provides you with an AR equal to 2 + your setting’s Tech Level (5).
 * (pp175) Base (1) + 2 = 3
 * +2 (Passive): Your armor is “always on” and need not be activated.
 * +1 (Improved Armor): +1 to AR

Weakness
All of the Advantages and Aspects provided by this Power Package are derived from your armor, as are any that you later purchase that share the same Power Source. As such, you may not use these Aspects and Advantages when not wearing the armor.
 * (pp175) Base (2) = 2

Equipment

 * Flight Suit
 * AR = + 0
 * Chronometer, biometer, radiation patch
 * 2 stress boxes
 * Salut Short Blades
 * WR = +4
 * Range = 0
 * Standard Issue UPAC Engineer Kit
 * Mass Driver SMG
 * WR = +5
 * Range = 2
 * Full Auto
 * iPistol
 * WR = +5
 * Range = 2
 * Armor Penetrating, Small
 * Tool Kit
 * Duct Tape x5
 * Rubber Bands
 * Flash Light
 * Portable Plasma Torch
 * Fiberscope
 * }