[quote=@ClocktowerEchos] Interested! But I'm curious as to the mechanics behind the level up and gear, do they have a mechanical/stat effect or are just there for cosmetics and a rough "you should be able to do X with Y" type of way? [/quote] [quote=@Timemaster] I'll throw my hat in here as well, sounds interesting. Same question as Clocku'. [/quote] There's no system, mechanics, or numerical values involved when 'leveling up'. After completing a mission you can just add something new to your character's repertoire. For example, you might start the role play with basic armor and a rifle. After completing a mission you might want to add a grappling hook to your armor. Or maybe your character learned how to hack terminals. Perhaps you want to add a new weapon to your inventory, or add a scope to your rifle. You could install a shielding technology system to your combat armor. You might modify your rifle to shoot anti-synthetic bullets. Maybe you just want to add "Renowned Chef" to your character's skills. EDIT: I will look over the skills of each character prior to a mission and be sure to include opportunities to use those skills. If your character is a good hacker, you can bet you will find a terminal to hack to advance the mission or provide an advantage to your team. If you have Agile as a skill, then there will be parts of the mission that only your character can traverse. You can come up with almost anything within reason. Engineer, Doctor, Demolitions Expert, Intimidator, Mechanic, Pilot, Lockpick, Martial Artist, Weapons Specialist, Salvager... If I see it in your skills list, I will work it into the mission. [@Guccicorn] Noted! That's enough people for me. I will start working on this as soon as possible and tag you three in the post when I am finished!