Paul S. said: If approved, I will give more detail as needed. Character Name: Timothy Malek Age: 26 class: expert technician background, adventuring expert..I think of my character as a mercenary scientist adventurer type who has to do fieldwork tech often, as well as stints in a shop or lab. background skills: Culture/World, Exosuit , any two Tech skills except Maltech or Psitech. adventuring expert Skills: Any six skills, at least four of which must be Expert class skills. equipment desired: Powered armor (or second choice assault suit) [counts as my vacc suit], stun baton, void carbine, backpack , glowbugs, grapnel launcher, low light goggles , navcomp, pressure tent, rations, solar recharger, survival kit , lazarus patch, instapanel (2), metatool, 4-6 type A power cells, toolkits , argus web, holo unit, grav harness. compad , dataslab.also desired are 2 retractable waldos (smaller prosthetic limbs below my real arms, and can be used in my power armor suit through slots in the armor.)(dont know if this counts as more than one prosthetic, or as the body arsenal array). and some type of Moon Buggy. There is no power armor or truly scifi gear like a holo unit or grav harness . This is based in real life about to step into the cinematic. Everything your character has starts out grounded in real tech (you've listed tech 4 stuff. That does not exist except what I listed in the rules thread. Please read and understand. The following limitations or changes apply Tech level is 3 or less . Anything that has “world” in it refers to Earth and their countries. Yes you can be from differing countries but all characters need to read, write, and speak English, even if it is a 2nd or 3rd language. Starting equipment : This will be issued to you by the corporation that is funding this mission. As it is not a gov't funded venture, there are restrictions. No WMDs. The group before the game starts will have to sit down and hash out their supply list. If something is needed but not listed, there is a chance it might have been sent. No replacing prime requisites with a 14. Background packages : Most of the background packages will not make sense nor be applicable to the game. If you choose a background that is not truly applicable, you better make sure your background has a very good reason to have you on this mission. A peasant has no reason to be on a mission to mars. A soldier or a technician would. A retired or a wannabe politician could be worked into it if one is creative enough. Skills : Again, like the background packages, the skills have to be appropriate to the time frame, tech level, and general theme. Anything based on Alien, Psitech, Biotech, or anything to far advance is purely assumptive or not allowed . Class packages Experts class : have a couple class packages that are not needed nor useful. There is no following class packages: Preceptor Adept or Xenoarchaeologist (can be modified to a standard Archaeologist if wished). Psychics class : This is a undeveloped and not understood properly. There is no formal training. There is no following class package: Academy graduate or Healer. Warrior class : have a couple class packages that do not exist due to the setting. There is no following class packages: Exchange Enforcer, Space Marine, or Templar. Psionics There are certain psionic disciplines that do not exist at the start of the game. They are the following: Teleportation Equipment : The current state of the art equipment is tech level 3 . The following tech 4 equipment is allowed as issued equipment. Exploration Gear : Solar recharger, Vacc freshener, and Vacc suit Tools and Medicine : Medkit, Powercells A & B, Toolkits (tech level 3) Personal Acc : Compad (advanced tech cellphone/tablet) Remember that you are to get a group inventory together. Nothing is issued individually. This is a group mission and the sooner you all understand that the more likely the group will live to return to Earth (if that is the plan).