[quote=@Prince of Seraphs] Equipment looks fine just bear in mind he has to be able to carry all of that. Background is a little... nondescript I guess. It is kind of confusing with so many different organizations and stuff and I'm only sort of getting an idea of what's going on. Besides that however the backstory gives me some good information on the world Feros is coming from but nothing about him personally, where he came from, why he does stuff, where he got his powers and equipment, what side he's on etc. His backstory is more important than that of the game he comes from. I'm not opposed to this idea but it needs to be altered. In its current form this is essentially 10 instant revives from death giving Feros a massive advantage in a fight. I think due to the precarious nature and interaction of these combat stimulants and other drugs he can only do this once every... let's say forty eight hours otherwise the new ressurectors interact with the old ones in nasty ways. I'm also going to say that the ressurectors have some side effects once the stimulants start to break down. So they could get you up and about to finish the fight but afterwards you basically feel like your coming down off a massive high, having a huge hangover and experiencing a sugar crash all at once. General rule, I know this is not how it is in EYE Divine Cybermancy but I'm pulling out X-Men physics for a moment. If anyone with teleport capabilities teleports inside something solid there flesh will meld with whatever solid object they teleported into causing death or loss of limb depending on how much of their body is inside something solid. So if you teleport inside someone you both die. I know this is a bit of a divergence from source material but we can't have a guy that can warp into one bad guy after the next straight up killing them. This rule applies to anyone else from any other series with teleport powers including myself. To what extent can "maintenance" fix damage and is it permanent healing or merely a patch job that allows him to finish a fight before it gives out? How does it fix 'madness'? How often does this occur and what can trigger it? As far as his PSI powers are concerned how does he survive being launched in various directions at high speed? What kinds of effects can his paranoia and hallucinations produce? What level of equipment would you need to accomplish this and how effective would it be? Does this mean he is part machine? Or would someone simply be controlling his suit? [/quote] I'd give you more info on the character's background itself, but that's literally the entire backstory. That's it. It goes into excruciating detail in the archives, but there's literally nothing on your character. At all. It's a blank slate with laser guided amnesia. The only background detail you truly get is that you're part of the EYE elite, you got amnesia trying to kill a Jian, you were trained by a guy named Mentor, and you were in a special Jian killing task force lead by Rimanah. As for resurrectors, if how I play is any indication, he's going to need them. I go through them like a kid in a candy shop with the dangers of psi powers and overzealous attacks with the shotgun. As for the 'dragon' power, it's both 1) Stupidly risky. That shit's taken chunks of health out of me and flung me in directions plenty of times. The being flung can hurt, but it's only really fatal if it's decided it wants to go straight up into the air. Otherwise, the combination of things like cybernetically enhanced torsos, cyberlegs, cyberarms, parts of the brain replaced with cyber bits, and etc, means that he can take some punishment from being flung around. 2) Kind of pointless to use once you're in the middle of a group. A gun works much better at that point than dragon, given that it eats a big chunk of energy (In this case exhausting adrenal reserves) to use, and due to aforementioned stupidly risky behavior of it. My explanation for how it works is that it doesn't just teleport you inside. Instead, you're displacing the matter of the person you're going into, providing the effect of you seemingly having teleported inside of them, when in reality you just pushed their flesh outwards to make room for yourself. You'd have to push it out far enough that it causes a big and misty gib explosion. I'm assuming maintenance is a patch job. It DOES only take ten or so seconds to do, but in the source game those ten or so seconds are precious as you constantly have to deal with zerg rushes of 25+ enemies that could gun you down within moments if you make a bad move. Stressful situations in general can trigger the madness, such as being shot, breaking a limb, negative side effect from a psi power (The psi power won't actually work at all if it's triggering madness instead), that sort of thing. To quote the source material, Madness causes the player's vision to become distorted, plus other effects depending on the type. There are 5 types of Madness: [list] [*]Paranoia: Player shoots uncontrollably. [*]Inhibition: Player can't shoot firearms, can only use melee weapons. [*]Paralyzing Terror: Player is unable to move. [*]Visual Hallucinations: Player sees constant explosions that are not actually happening and visions of dead characters. [*]Auditory Hallucinations: Player hears voices and sounds that don't exist. [/list] He is indeed part machine, if not mostly or near entirely machine. You're not hacking his armor. You're hacking the cybernetic part of his brain. You're essentially hacking HIM. In the game, this can be done at any time given that hacking equipment is built into your character's armor, while presumably others could do it with a laptop of sufficient power and hacking of sufficient skill. In the mean time while being under a hack where he can't control himself, he can launch a counterhack to regain control. The one thing I'd definitely like to keep the most is the resurrectors and Dragon. Given that there's about 9 psi powers, 3 of which are endgame stupidly OP probably-going-to-kill-you-and-give-you-permanent-stat-decreasing-wounds powers, and another 4 are actually combat useful, including Dragon (They are composed of polyclone, transmutation, Dragon, and Invocation.), there's rather limited special powers beyond the aforementioned picking up a fucking bus and flinging it. Also, explanation of the 4 not OP and not as risky powers. Dragon: You know what it does. Invocation: It does the gib explosion like dragon, but instead of you, it leaves a hostile beast (Such as a werewolf type creature) in their place. Polyclone: It creates 5 versions of you, each of which can shoot and kill people, but poof once they're shot once. Or hit once. Or glared at too badly. Or by a sufficiently strong breeze. What I'm getting at here is they're not even a glass cannon, they're a crumbling sand castle cannon. Transmutation: Creates a single stronger version of you, that still goes down in about 6-7 hits.