Sashimi Joe

Sashimi Joe

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Background: Uplift
Faction: Argonaut
Morph: Octomorph
Motivations: +Open Source, +SCIENCE!, +Uplift Rights

Gender ID: Male
Actual Age: 42
Current Moxie: 5(1)/5(1)
Morph Pool: 70(53)
Rez/Spent: 8/8

Current Dur Damage: 30/30
Current Luc Damage: 30/30

Background

Sashimi Joe is an uplift, a neo-octopus. Originally a wholly owned indenture of a hypercorp, Joe escaped. Thus began his pre-Fall career as a Sapient Liberation Front operative - or terrorist depending on where you're from. Particularly he was part of the sub-group called Eightfold Path. Sashimi Joe orchestrated a bombing campaign that extended from NEO to the belt and hit every spot in between, including Luna and Mars. His attacks were always aimed at property rather than lives. Joe preferred two kinds of targets - research labs where hypercorps or other entities were exploiting uplifts, and holdings that were publicly embarrassing once the newsfeeds started digging. He's still wanted in a number of Lunar and near-Earth habs, plus a couple of hypercorps have open contracts on him.

During the Fall, though, another side of Sashimi Joe came up. He broke ranks with a number of his SLF fellows who claimed that the Fall offered a chance to press their advantage, and instead posted an impassioned plea to all uplifts to join in the attempts to rescue Earth and oppose the TITANs. He argued that the whole point of his actions were to show uplifts were as much part of transhumanity as any other - so how could they turn their backs on those in need?

Joe spent the Fall using his skills to aid the evacuation, helping to safely shut down runaway devices, quarantine infected habs, and keep more than a few evac ships running on shoe-string resources. A feared criminal in many circles, he's now a folk hero in others. By best count, he was restored from backup no less than 13 times during the Fall.

Sashimi Joe found he enjoyed this much more than his prior career. Throwing himself into the middle of a disaster and solving the problem with his wits and luck? And helping people instead of blowing things up? A lot more satisfying. So when the founders of Logos extended an invitation to join, he was happy to accept.

Joe has had a few tours with the Troubleshooters. He likes to sign up when he says things are going TOO well, since he claims it either means something's about to go really wrong, or that people are trying to keep important things quiet.

Ego

Aptitudes

COG COO INT REF SAV SOM WIL
Base 25 20 20 15 10 10 15

Stats

MOX TT LUC IR
5 6 30 60

Octomorph (Primary Morph)

Aptitudes

COG COO INT REF SAV SOM WIL
Base 25 20 20 15 10 10 15
Morph 5 5 5
Total 30 25 20 15 10 10 15

Stats

MOX TT LUC IR WT DUR DR INIT SPD
5(1) 6 30 60 6 30 45 7 1(1)/2

Gear and Money

@-rep 50
c-rep 10
e-rep 10
f-rep 10
g-rep 10
i-rep 10
r-rep 50
O-rep 50

Credits: 0

Weapons

Rational Arms Allegrissimo Machine Pistol (SMG, Firearm) (x2)

30 round magazine

Ammo Type DV AP Total Ammo
Biter 3d10+4 -2 150
Zap 1d10+1 & shock[1] - 150

Modes: SA/BF/FA
Range: 30/80/125/230
Accessories: Extended Magazine, Flash Suppressor, Silencer, Smartlink

Takohiki (Muse)

Aptitudes

COG COO INT REF SAV SOM WIL
10 10 20 10 10 10 10

Stats

TT LUC IR
4 20 40
Notes
1. A biomorph struck with a shock weapon must make a DUR + Energy Armor Test (using their current DUR score, reduced by damage they have taken). If they fail, they immediately lose neuromuscular control, fall down, and are incapacitated for 1 Action Turn per 10 full points of MoF (minimum of 3 Action Turns). During this time they are stunned and incapable of taking any action, possibly convulsing, suffering vertigo, nausea, etc. After this period, they may act but they remain stunned and shaken, suffering a –30 modifier to all actions. This modifier reduces by 10 per minute (so –20 after 1 minute, –10 after 2 minutes, and no modifier after 3 minutes). Many shock weapons also inflict DV, which is handled as normal. A biomorph that succeeds the DUR Test is still shocked but not incapacitated. They suffer half the listed DV and suffer a –30 modifier until the end of the next Action Turn. This modifier reduces by 10 per Action Turn. Modifiers from additional shocks are not cumulative, but will boost the modifier back to its maximum value.