Alpha Centauri: Open Skies, Hidden Depths
Every character is built with 120/Any. Min-maxing will be dealt with in a realistic manner, or, in other words, punished. Specialization, if not to the point of becoming entirely useless in other areas, is encouraged for the sake of team dynamics.
The assumed general TL is TL9, with possible TL8 and TL10 in some areas. Players are welcome to take Low TL, should this be needed.
Cinematics are generally banned. Supernaturals and Exotics are not to be taken without permission, and in that case should generally be taken as Cybernetics or part of an Empath power set.
Be sure to note all House Rules.
Kromm’s List, while not absolutely essential, is a good starting point. Most characters should have most things from it, at least the upper part. If any area is totally neglected, skill-wise, I strongly urge players to consider picking up the Dabbler perk from Power Ups 2 – I am very lenient with the “related” part of the requirement, and for 1 point, it does a lot of good for characterization.
Access to cybernetics requires a 5-point unusual background, as well as paying the full cost for the relevant advantages.
Access to telepathics requires a 10-point unusual background.
Equipment and Wealth
Starting wealth, as well as things depending thereon, such as levels of the Wealth advantage, is calculated as based on TL7.
Any character wishing to purchase TL10 equipment must possess an Unusual Background worth 5 points, and pay double price for said equipment, as per the rules in Ultratech.
Further specifics for equipment can be found on the Equipment page.
Players are welcome to use these templates as starting points for their characters, or simply as inspiration. Be advised that they do not represent an entirely fleshed-out person, but merely what any given individual of such a persuasion should be.
Ex-Terraformer Crewmember (72 points)
You are a former member of a Terraformer crew, used to spending months at a time in the wilderness. Skilled in whichever field you have chosen to specialize in, you are not much use outside your field of expertise.
ST 10 ; DX 10 ; IQ 11 , HT 11 
HP 11 ; Will 11 ; Per 11 ; FP 12  B. Speed 5.25 ; B. Move 5 ; BL 20; Dmg: 1d-2/1d
One from: Engineering/TL (Civil, Combat, Electrical or Mining) (H) IQ+0 -11 or Farming (Arboreal or Fields)/TL (A) IQ+1 -12. Two from: Biology/TL (Ecology) (H) IQ+0 -11, Cartography/TL (A) IQ+1 4]-12, Geography/TL (Physical) (H) IQ+0 -11, Geology/TL (H) IQ+0 -11, Mathematics/TL (Surveying) (H) IQ+0 -11 or Prospecting/TL (A) IQ+1 -12.
One from: Electrician/TL (A) IQ+0 , Electronics Operation/TL (Comm) (A) IQ+0 , Electronics Repair/TL (Comm) (A) IQ+0 , Electronics Repair/TL (Scientific) (A) IQ+0 , Mechanic/TL (Tracked Vehicle) (A) IQ+0  or Navigation/TL (Land) (A) IQ+0 . Driving/TL (Tracked) (A) DX+0 -10, Electronics Operation/TL (Scientific) (A) IQ+0 -11, Survival (Any Land) (A) Per+0 -12.
Area Knowledge (Any) (E) IQ+0 -11, First Aid/TL (E) IQ+0 -11, /TL (A) IQ-1 -10, One from: Diplomacy (H) IQ-2 -9, Fast-Talk (A) IQ-1 -10, Intimidation (A) Will-1 -10, Sex Appeal (A) HT-1 -10 or Streetwise (A) IQ-1 -10.