MacKenzie B
MacKenzie Anne Bjôrn
Don't throw that out. It'll make good shrapnel.
Attributes 

Physical || Mental
|| Social
||
Trained Skills 

Craft || Know
/ Rumors
|| Treat
||
Fix ||Operate
/ Security Systems
|| Trick
||
Untrained Skills 
Drive | Fight
| Fly
| Focus
| Influence
| Labor
| Perform
| Shoot
| Survive
| Throw
Distinctions/SFX 
Mechanic - You can fix damned near anything, or you can use your skills to fuck shit up.
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a
instead of a
Ghost in the Machine: Sometimes Fixing a thing means teaching it to do something it was never meant to do. When subverting the original purpose of a system or device, spend 1pp to roll your Trick die and add it to your total on any Craft, Fix, or Operate action.
Duct Tape and Bubble Gum: Ain't a perfect fix, but she'll hold! (Hear me, baby? You gotta hold). When you slap on a jury-rig patch, step back a mechanical or system based complication.
Highlighted Skills: Craft | Fix | Operate
Clockwork Orphan - You're some cybersurgeon's discarded experiment.
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a
instead of a
Highlighted Skills: Know | Notice | Treat
Slip of a Girl - You're good at getting into and fitting into places and situations you maybe shouldn't.
Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a
instead of a
Highlighted Skills: Move | Sneak | Trick
Signature Assets 

Steady Hands: Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, perfectly . . . human. They don't flinch or shake, and they don't hesitate. No matter what is going on around you, your hands know what they are about.
Mamas Little Helpers Mac has a team of micro-drones that can get into spaces she can't and act as extra sets of eyes or hands.