CS barebones:
Name: What you go by in general.
Callsign: How you’ll be referred to on-mission.
B.A.S.E. Degree: Refer to the Database Logs in OOC post zero. Standard humans are Banal.
Threat Level: Refer to the Database Logs in OOC post zero. Only applicable to paranatural agents.
Age: The length of time you’ve lived or existed for, if applicable.
Appearance: What you look like, including off-mission outfits if applicable.
Personality: Your psychological profile - general traits, likes and dislikes, etcetera.
Background: The events of your past, and more specifically what has brought you to PZPRS. Exacting detail is not needed for unimportant stretches of time.
Specialty: What role you take on in the squad.
Gear: The equipment you utilize for missions, including weapons, armour, and general utility.
Paranatural Effects: List abnormal features the agent possesses here, if any. Bear in mind that these are not outright superpowers - at best, most people viewing somebody throwing fireballs from their hands will be disconcerted if they are not used to them, plus you’ll be scolded for reminding the world that there are things they don’t want to think about out there. (Also, for balance’s sake, try to avoid making your character too strong with these. You’re agents, not superweapons.)
Name: What you go by in general.
Callsign: How you’ll be referred to on-mission.
B.A.S.E. Degree: Refer to the Database Logs in OOC post zero. Standard humans are Banal.
Threat Level: Refer to the Database Logs in OOC post zero. Only applicable to paranatural agents.
Age: The length of time you’ve lived or existed for, if applicable.
Appearance: What you look like, including off-mission outfits if applicable.
Personality: Your psychological profile - general traits, likes and dislikes, etcetera.
Background: The events of your past, and more specifically what has brought you to PZPRS. Exacting detail is not needed for unimportant stretches of time.
Specialty: What role you take on in the squad.
Gear: The equipment you utilize for missions, including weapons, armour, and general utility.
Paranatural Effects: List abnormal features the agent possesses here, if any. Bear in mind that these are not outright superpowers - at best, most people viewing somebody throwing fireballs from their hands will be disconcerted if they are not used to them, plus you’ll be scolded for reminding the world that there are things they don’t want to think about out there. (Also, for balance’s sake, try to avoid making your character too strong with these. You’re agents, not superweapons.)