What is your most enjoyable experience in tabletop RPGs? My psychic amnesiac had been pulled into a mindscape by someone (or thing) claiming to be the real person my character forgot they were pretending to be. They looked just like my character, had all her memories and love for her family but needed my character's body. The other gave my character a choice: give her the body and let her be with her son, or make her take it by force, potentially dooming both of them. My neutral good psychic was torn between disbelieving she wasn't who she thought she was and wanting to do the right thing. There was a teenage boy outside waiting for his mom to wake up, and she didn't know who that was. I had to sit with that choice for a week before being pushed to a decision that still haunts me, and the character, to this day. Who is your most memorable character? The psychic amnesiac I mentioned. I gave the DM a couple pages of what she did and what she was like when she woke up but left who she used to be up to him. It was a heart-warming mystery to unravel, and then he took it all away. Good times. How did you get into tabletop gaming? An episode of "Community" led me to Youtubing a "Let's Play" of D&D (itmeJP) which led me to Critical Role which led me to DMing for my friends for a year, which led me to Roll20 to get some experience as a player. What would you like to see in this game? Hard choices, character development. An element of mystery is always a nice way to keep people engaged. I think a little ambiguity, even as simple as the secret identity of some villain or their true motivations, goes a long way. What would you like to avoid in this game? There are a lot of things that can go wrong in a tabletop RPG but none more fatal than an incompatible group. I'd like to avoid getting invested in a character, then having the group fall apart because three of us are on page 76, one of us is on page 677 and another is reading a different book entirely. What important truth do very few people agree with you on? You are responsible for everything that goes on around you. You always have a choice, and inaction is a choice. By choosing to do one thing, you choose not to do another. Very few people agree with me because very few people recognize the amount of choice they have. When are you available? Anytime past 3pm EST on Sunday, any day of the week after 6:30pm. Roughly speaking, how fast can you type? I've spent hours typing a day, every day for the past decade. I like to write in my spare time. I never timed myself, but I'm often appalled when I see my friends looking at the keyboard to type with two fingers. Do you have a functional microphone which is clear of background noise? I have two! [Just in case.] Is there anything in your life that could make you miss sessions? If something is worth mine and several other people's time every week, getting me to voluntarily do something else is a hard sell. But I do work and have close friends who have those special occasions where I'm needed, not wanted. It could happen, but I can tell you it wouldn't be very often. Please post your answers to these questions as a reply in this thread, along with a short paragraph describing the character you would be interested in playing, and an accompanying piece of character art. I will respond as soon as I am able to. It's hard to say what kind of character I'd like to play without details of the story or setting. Getting to play around with the Gestalt rules allows for some interesting concepts beyond the surplus of options already available. I could see coming up with a neat story for a Vigilante/Kineticist, a superhero with a secret identity... in a fantasy setting. They probably had an accident with their connection to one of the elements early on that they regret and which gave them a greater sense of justice, because the people they hurt got none. This character was from a well-off family that could pay away any damages. Over the years, learning how to control this elemental affinity while being raised to become a proper noble, this character finds himself an adept peacekeeper capable of diffusing conflicts with words or warfare. Of course no vigilante is complete without a good nemesis or two. Why else would you need a secret identity?