I figured Mars was okayish, it's winter cold there and low on oxygen but shouldn't need traits for being in a settlement really.
Low atmospheric pressure is the 'real' killer of Mars; while a baseline human could maybe
survive the cold for a short period of time ('Warm' is about 100 degrees below freezing), the Martian atmosphere may as well be hard vacuum to a normal human. You won't need traits if you're inside a sealed hab of some kind (unless it's one that's less
hospitable than Mars), but if something goes wrong or you need to go between habs in a hurry you'll want mods.
You can probably get away with just Environmental Adaptation (Vacuum) if you're pressed for traits; in the core rules it supplants pretty much all other environmental mods. In the FATE system, my interpretation of that is more Low Pressure+Cold represents the ability to live
on Mars without issue, Vacuum represents the ability to spacewalk for a few hours. So with Vacuum, you'll be able to run around just fine, but if you have to trek across teh Martian wilderness without a suit you won't last a Martian day.
I know that I've usually gone with characters that have Smart Vacc Suits to cover it
Yeah, vacc suits should be trivially easy to get, buuut chances are people will be shooting at you when you really
need them to work.
So yeah, while you don't need
the Environmental Adaptation traits, you get three for free, so you may as well use them.
High Concept: Defender of Friends and Transhumanity
Trouble: Not good at minding her own business
Other Aspect 1: Furious and Passionate
Other Aspect 2: Unflinchingly Loyal
FATE Aspects are more art than science, but here are my suggestions/advice. Keep in mind, this is my
advice; it's your
character, so you should ultimately go with what works for you.
One of the things mentioned in the FATE rules is that Aspects should be evocative; instead of Bad Manners
, try The Manners of a Goat
. As a guideline, when Aspects should make you go 'Yes! I want
to invoke that!' so you'll do stuff where you can get yourself in a position to use them.
As has been mentioned, you'll also need two Morph aspects.
High Concept: Bodyguard and Protector
The 'of friends and Transhumanity' feels clunky for an Aspect. Bringing up 'Bodyguard' also ties in a whole bunch of other stuff that 'Defender' doesn't; Bodyguarding is a profession/role, so you can invoke the aspect to know stuff about doing that/have experience with it.
Trouble: Hero Complex
This is shorter and more interesting, I think, but also explains why
she jumps in without thinking.
Other Aspect 1: Lead by the Heart
As you said in your description, she's led by her emotions. That's a much more evocative. Also, by using 'Lead' instead of 'Led', we can make lead-as-in-bullets puns with it, which implies a whole bunch of other fun stuff.
Other Aspect 2: Loyal to a Fault
Aspects are more fun/useful if they're double edged. You've got this nailed with your description, but it doesn't really come through with the wording. Could also try 'Unquestioningly Loyal', or perhaps 'No Concept of Disloyalty'.
Morph 1: Futanari Fury
Normally the sex of a morph wouldn't be noteworthy. However, Fury morphs in the setting are mostly female, so a non-female Fury is an oddity (not rare, but unusual). Also, 'futanari Fury' was literally how you described your morph, which suggests it's the most interesting thing to you about it.
For this, we need more backstory. Things to think about: How did you get the Morph? What do you think about it? What is it's history? Is it famous/infamous?
As another note, you've used 2 or your 6 Refresh. I would suggest spending another 2, or at least keeping something in mind. FATE Core rules say that if you can't think of a good Aspect/Stunt to take a chargen, you can wait until the game is going. In fact, it suggests doing that over setting everything up in the beginning, so don't feel like you must
spend Refresh now.