tl;dr - Megan is bored off of her butt, and needs a regular text-based game to get into. The dry spell without any good roleplaying games has been going on for far too long, so I'm hoping that I'll find a new game soon that I can sink my teeth into. I'm not looking for asynchronous or play-by-post. I would like a weekly game session so I'm not going long periods without any play. It would be nice to find a GM that occasionally gives the players some individual attention, as the best games that I've been in have done this. I tend to favor systems that take almost anything that a player could come up with into consideration (not necessarily "rules heavy," but definitely not "rules light"), but that allow for a good amount of flavor and roleplay. I also tend to enjoy a lighthearted theme. I can be wordy, as this post should be evidence of, but this isn't always the case. I like to think that my characters have a good deal of personality, especially my "flagship" character, Megan, who I've fleshed out in a multitude of worlds. I'm in Florida, so I play by Eastern Time. My available hours are usually... Sun 10am-12am Mon 3pm-12am Tues 4pm-12am Wed 4pm-12am Thur 2pm-12am Fri 1pm-12am Sat 10am-12am Although I put midnight as my cutoff, it's important to note that I wake up at 2am, so any game running that late in the evening would mean that I'd have to sneak in a nap after I get off of work, or I'd likely pass out sometime during the session. The main setting that I'm interested in is superheroes. I'm personally familiar with Marvel Superheroes (the old TSR FASERIP system), Mutants and Masterminds, and Hero, though I do have a passing knowledge of Wild Talents and a few other systems that could be used for superhero campaigns. Of the bunch, I would probably prefer MSH first, and then Hero, both having their ups and downs. Marvel Superheroes is a largely percentile system, with character generation being a mixture of random rolls and player choice (the exact mix of random and choice depends on the GM, though it tends to be a lot like DnD when a GM lets you roll your stats, but then place the rolls where you want them). The system is fairly flexible, if rule-intensive. The random nature of some elements of character generation (especially the levels of stats, powers, etc.) means that characters will likely represent several power levels, lending itself to games that have an Avengers feel to them, putting heroes of varying power levels together in a single group. Power stunts are based into each power, and are bought over time through die rolls and the expenditure of Karma (the game's version of experience, which can also be used to add to die rolls). Thus, power flexibility is built into the rules. Hero 6e is a point-based system, but has some rules which make it flexible instead of restrictive. While it does put heroes into the same "power level" due to the expenditure of equal points, you don't have to sacrifice character background to make your character "optimal." For instance, if you want to put "Perform" on your wizard in DnD, you're taking away from other skills that would add to your wizard's versatility. The Perform skill really isn't useful for any character class that isn't Bard, but will cost most classes extra just to have a few ranks. Hero 6e allows for "flavor" abilities... powers, skills or other talents that don't require points to possess. To qualify as a "flavor" ability, the GM decides that the ability in question does not factor significantly in the scope of his or her campaign. So, if you want your character to have extensive knowledge of anime trivia or ancient Sumerian pornographic literature, the GM probably won't make you spend points for putting them on your character sheet. Depending on the GM, less extreme examples can be considered flavor, such as buying skill with a musical instrument after already buying skill in singing (contrary to what some games think, you won't get more use out of having two perform skills as you will with one). The game isn't as flexible as MSH as far as power stunts go, but it does have at least three options for making such effects (buying a "variable" power, taking a power skill, and pushing your power). As for theme, I prefer a game that's not dark, and has room for a teen supergenius character to fit comfortably. My character wouldn't fit well into a high-tier hero team like Justice League, or one with government responsibility like the Avengers (who would probably frown on employing minors), but could be the token teen on a midrange team, or a team with varied power levels. It doesn't have to be an all-teen campaign, though I wouldn't say no to a school environment (like Xavier's School or Sky High). I actually like to focus on roleplay interactions with NPCs and PCs at least as much as superheroic action, so I'd happily step into such a setting. My preferred superhero character is Megan Marie Jones (in case you haven't figured it out, it's my favorite character to play), who usually goes by the codename of Hardware in superheroine mode. She's a 15-year-old supergenius. Her origin is usually that she was born with a degenerative nerve disorder that stunted her until a secret government project "cured" her and gave her her powers as part of a super soldier project. In some cases, this is merely a mirage, as the powers are latent to her (like a mutant or metahuman) and the project's procedures only activated them. She has a vast intellect due to hyperactive neural reactions, allowing her to think at a level that other humans simply can't. She's an inventor, usually wearing a suit of armor of her own creation. The increased nerve activity also make give her faster reflexes, decent speed and sensory input. In some games, I expand on her increased speed to give her superspeed, often working up to it slowly rather than the start of the game (since it makes sense to me for a superspeedster developing superfast nerve reactions before her body catches up). In one game, I also gave her mental powers, since a powerful brain could develop new abilities, and superintelligence could be described as telepathically "borrowing" the processing power of other people's brains, essentially creating the human version of a computer network. I also like to play up the non-super parts of her personality, including a desire to be a pop singer. This may be a secret dream that she has, or maybe she's already living the dream by being on television for a locally-produced pop music show. Another setting that I'd like to play in is medieval fantasy. My preferred systems for this is 3.5, Pathfinder, or FATE Core, depending on the feel of the campaign. FATE Core has a good deal of flexibility, though it leaves a lot to be desired in terms of balancing the system when you're adding in new stunts/extra/etc. I prefer Pathfinder slightly over 3.5, since I feel that they made some changes that were necessary for playability. I've really been Jonesing (heh, Jones is Jonesing) for a gestalt Pathfinder game, combining two (or possibly three) classes for each character level. Contrary to some fears, this doesn't create characters that are drastically overpowered. A first level gestalt character still only has first level saves, attacks, hit points and abilities. They are, however, much more versatile, as they mix and match the abilities of multiple classes. I prefer original high-magic settings, since I don't care for most canon settings. The exception that I could make for this would be Forgotten Realms in DnD, or maybe Greyhawk. If I play Megan in a fantasy setting, it's usually as a wayward, adventuring princess, so she fits better into FATE Core, or maybe a gestalt Pathfinder, as a young royal wouldn't be overstepping the rules in those situations. FATE Core, in particular, can easily work such things into a character build and not become imbalanced. In these games, Princess Megan usually has skills with light weaponry, random knowledge, and magic (mixed bag of rogue/wizard, or a better than average 2e bard, back when they cast real magic instead of spellsinging) Another pair of characters that I like to play in medieval fantasy, and they come as a matched set, is Justamir and Ilena Whitethorn, two noble siblings. I usually prefer to play them both together, though I'm okay with one of them being an NPC played by the GM, or a cohort that I bring into the game later after starting with just one. Justamir is the older brother, a grim, determined fighter type. Ilena is the younger sister, and was originally designed as a Megan clone for fantasy games, but has since grown into her own character. Like Megan, she is a mixed bag of skills, but a bit more focused on magic over other options. Other settings that I would be interested in would be anime themes, school drama, cyberpunk, mech battles, sci-fi, modern, superspy, zombie apocalypse, Star Wars, magical girl... just about anything, really. I don't like historical games that don't include a strong element of fantasy, or any canon setting that depends heavily on that canon, and I'll never play canon characters. I could play Megan in most of these settings, but I do have some ideas for other characters when the mood strikes me. I've played Megan in more scenarios than I could count, though. The weirdest that I've done is playing Megan as an alternate universe version of Sailor Mars that had been born in America instead of Japan. She was a bit of a nerd, more like the original Sailor Mercury, but liked hard rock and heavy metal, and played in a Damn Yankees tribute band at her high school. So, if you're looking to run something, I would probably be down if it fits what I've already said about my preferences. If you have a system in mind, but haven't come up with a game idea or setting, ask me for suggestions. I have all kinds of Megans rolling around in my head.  If something gets started and we need extra players, we could post in the Knights of the Written Word 2 group to fill the gaps. as it's specifically geared up for text-based players to find or set up games.