Dr. Yago Lamark

Aspects

 * Defining Aspect: "Knowledge at all costs," or Lifeform hacker
 * Character Aspects
 * sloppy in pursuit of perfection
 * Are these your genes or mine?
 * There's got to be a better way to do this
 * Others have died so that I might live

Advantages/Equipment

 * f&curren; linguist (sofp7)
 * f&curren; doctorate (sofp6)
 * f&curren; in the name of science (sofp7)
 * 1&curren; breathless
 * 3&curren; regeneration
 * 3&curren; Affliction/cause blindness
 * 5&curren; Super binding/stun
 * 6&curren; Ranged power attack
 * 2&curren; Genius at work

History
Yago Lamark is not long for this world. That’s what the doctors said about him at least shortly after he was born. He arrived out of the womb with an undetected and poorly understood genetic defect that limited his lung function. He required mechanical assistance to breathe.

Yago’s birth was a longshot anyway. His parents has difficulty conceiving children, sought fertility help, which didn’t work anyway, and then gave up. Yago was a surprise for both his parent and they were all the more determined to see him live. So, they did what any psychically scarred parents would do: they hired aztechnology to create a modified clone of Yago, which was used to harvest stem cells in order to perform gene therapy on Yago himself. Over time, the experiment helped Yago’s lungs develop proper function, and even surpass normal human function in extraordinary ways.

The clone was allegedly put down by Aztechnology after it contracted a terminal virus. No funeral services were held and the clone was, awkwardly, never discussed between Yago and his parents.

Despite his supernatural lung capacity, Yago shied away from sports and instead stuck to his books. His “twin” experience left him traumatized yet yearning to understand genetic engineering. This field, it seemed to him, could lead the way to a more fit human species that would eliminate genetic defects and the need to create clones that would be harvested and discarded like a form of livestock. He took an interest in learning the sciences, but never earned above average marks in school – structured education bored him or at least he was always too impatient for the lessons.

He went on to earn advanced degrees in bioengineering and was hired on as a researcher for in the genetic modifications division of CODE. There, he worked as part of the team that created the gene protocols to help GEC soldiers develop battlefield resiliency, which has effectively eliminated PTSD. His share of the patent paid him well enough. And the professional accolades identified him as a rising star in the genetic modifications industry.

He was subsequently hired into Aurora Innovations (AI), a firm that worked exclusively on classified experiments for UPAC’s deep space exploration and was tasked with researching new innovations for human mental faculties.

Yago experienced frustration with the slow pace of development and conservative approach at AI. Realizing that continuing to test on chimpanzees would only create partial advances, he began to use himself as a case study for his own theories, particularly concerning the brain’s control over the body’s electromagnetic field.

Careful experimentation in the lab contrasted with Yago’s impatience and bouts of recklessness. He ultimately used gene therapy and genetically engineered brain stem cells, which he implanted in himself (thanks to the surgery bots). This enabled him to manipulate his own electromagnetic aura and, he found, he could interrupt the electrochemical circuitry of others. That got him in trouble, though.

He shocked and temporarily blinded one of his unconvinced superiors in order to demonstrate his findings. The supervisor had him fired, setup a restraining order, and promised to black ball him, denouncing his research methods as unethical. UPAC brass saw the potential and hired him as an independent contractor to start work at an ALF research station pioneering research on trans-species modification.

Yago had been working in ALF for several years when he was finally able to sequence the genome of the Vacuus. He was fascinated by these lifeforms in every manner possible, which extended to his learning their languages. Yago had been working on migrating Vacuus genes into a mineral harvesting ELF, but faced failure at every turn. HE even had a requisite Frankenstein moment, when one of the batches of ELFs tried to harvest minerals from the corpsman at the station.

His own lack of success coincided with the progressive disinvestment in the research facilities at ALF. He continued his ELF experiments half-heartedly, and began to in his own time sequence the Salut genome. Excited by the telekinetic abilities of the Salut, he began to research how Salut brain stem cells could be used tom modify the human brain. Distressed by his own professional failures and the slow death of the ALF lab, Yago resolved to gamble once again by implanting modified Salut brain stem cells in his own body. To his surprise, he was able to project his will to apply force outside of his own body. Unfortunately, he couldn’t read a single mind of the corpsmen with whom he lived on ALF.

Aspects

 * Sloppy in the pursuit of perfection
 * perfectionism is another way of procrastinating. It is better to have tried and failed than to waste a bunch of time planning the perfect experiment. Besides, some times you have to break a few omelets.


 * Are these your genes or mine?
 * Little regard for personal property, including inter-species boundaries. Willing to experiment on self for results.


 * There's got to be a better way to do this
 * the conventional approach is meant to be tested and turned on its head. Scientific progress is a result of bold, path-breaking decisions.


 * Others have died so that I might live
 * Yago is aware of the sacrifices that others have made on his behalf, which raises the stakes of his project. He is a risk taker, but mostly deals in calculated risks.


 * More human than human
 * What doesn't kill you only makes you stronger.


 * Some things you can't learn from a book
 * Scientific experimentation thrives on imagination....and risk


 * Failure is not an option
 * if at first you don't succeed, rethink your approach and try again


 * All cards on the table
 * Not any good at deception and doesn't bother to try anyway


 * Walking laboratory
 * His lab is a far cry from his post-doctoral laboratory at the university, but he manages to innovate all the same

Expert
3 for free. 1 AP each.
 * Doctorate: You are an authority in the field of biology. You gain a +2 bonus on Knowledge rolls related to your specified field, or a +1 bonus to make relevant Declarations.
 * In the name of Science: Gain a +2 on all social rolls in which you need to convince another to do as you say, in the interests of scientific research.
 * Linguist: You can speak three additional languages:
 * Latin
 * Vacuus
 * Salut

Heroic
2 AP each
 * genius at work: You have a talent for analyzing a situation and figuring out how to get the most benefit for the least amount of effort. This could mean working out the best way to build a simple tool, or just knowing exactly where to hit (or what to say to) an opponent to make it hurt the most. Once per scene, you may spend a Fate Point and use either Reasoning in place of any other Ability on a single roll. Advantages such as Doctorate or Engineer may also offer an additional bonus if they are relevant to the task.

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.

Power Source: Psychic Talent

Affinity: Biokinesis

You may compliment Endurance with your Biokinesis when called on to resist poison or disease. You may also compliment Endurance with Biokinesis when rolling to downgrade physical Consequences.

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 (Strenuous) It requires some effort on your part to remove the need to breathe. Select a Power Source and Affinity Ability to go with this Power. To activate this Power, as a simple action, you roll your Affinity against an activation difficulty of 4. Once activated it lasts for the duration of the scene.

Regeneration
Your body recovers from wounds at an incredible rate. When you purchase this Power, the amount of time required for a Physical Consequence to degrade to a lower severity is reduced by 1 time increment.
 * (pp122) Base (2) +1 = 3
 * Activation: none
 * +1 (Limb Re-Growth): you can also re-grow lost limbs. Once the Consequence associated with the loss of the limb has been reduced, the limb has been restored.

Affliction - Blinded by Science

 * (pp39) Base (4) + 0 + 1 -2 = 3
 * Power source: psychic talent
 * Affinity ability: biokinesis
 * Activation: simple action
 * 4 (sever senses) affinity vs. endurance, you temporarily disable one of your opponent's senses.
 * -2 (limitation) may only affect sense of sight
 * + 0 (strenuous) To activate this Power, as a simple action, you roll your Affinity against an activation difficulty of 4.
 * + 1 (ranged) You need not touch your target to afflict him. Instead you roll your Affinity against their Endurance. Armor has no effect. If you succeed, they are blinded, your target gains a persistent Aspect (Blind(P)) for a duration determined by the amount by which you succeed (sf295)
 * 1 - a round
 * 2 - a scene
 * 3 - an hour
 * 4 - a day
 * 5 - a week
 * 6 - a month

Binding - Shock to the system
Roll your Affinity +5 as an attack. The target may defend with Endurance. If you hit your target, he cannot move. The margin by which you succeed sets the difficulty of the Endurance roll they must make to get free. The victim may attempt to get free each turn as a simple action. Also, remember that allies can perform Maneuvers to place Aspects that may help the bound victim get free. This Power’s Power Aspect may give a clue as to a possible means to escape.
 * (pp54) Base (4) + 0 +1 +1 -1 = 5
 * Power source: psychic talent
 * Affinity ability: biokinesis
 * Activation: simple action
 * 4 (Metro Class super binding) +7 to attack using affinity
 * +0 (Strenuous): It requires some effort on your part to bind your opponent. Instead of spending a Fate Point to activate this Power, you roll your Affinity against an activation difficulty of 4.
 * +1 (Lock Down): Your target cannot move in any significant way. They cannot make melee or physical ranged attacks while bound, nor can they perform gestures with their hands.
 * +1 (Improved Binding): You gain a +2 bonus on your Binding attack roll.
 * -1 (Limited Duration): Your victim is able to escape automatically at the end of the scene.

Power attack, ranged - Telekinetic Blast, or Mind Bullets

 * (pp114) Base (2) + 0 +1 +1 +2 = 6
 * Power source: psychic talent
 * Affinity ability: biokinesis
 * Activation: simple action
 * 2 (power attack, ranged, metro class) Affinity +1 vs. Endurance
 * Activation Time: Simple Action
 * +1 (Precise Strike): You gain a +1 bonus on attack rolls with this Power.
 * +1 (persistent): Your attack continues to deliver stress to your opponent each round. When you attack with this Power and your target suffers stress, he suffers an additional amount of stress on your next turn equal to the amount he suffered from the initial attack -3. Each round thereafter he continues suffering stress, though the amount suffered decreases by an additional -3 each turn. This Power continues to inflict stress this way for a number of rounds equal to the number of ranks you have in your Affinity Ability, though if the amount of stress you deal is reduced to 0, the effect ends.
 * +2 (metro class): weapon rating = 11 [base +6]

Equipment

 * Knife
 * flight suit
 * tech vest
 * survival kit
 * Light source
 * Portable computer w/ power supply, biostat software & Molecular modeling software
 * Chemistry field kit