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[LFG] Aussie Autistic lady looking for short term campaigns

I'm 37, female, diagnosed with Asperger's when that was still a thing (now rolled into general ASD) and I am emotionally unbalanced. I'm not a stalker or nasty or anything but I do deal with a lifetime of anxiety and depression issues. I've found that a long term campaign is too much stress for me so I'm looking for something shorter, like a few months. Anything more than that and I become quite the emotional wreck, beating myself up for every self perceived failure. I'm not trying to put that onto anyone so I'm setting out my limits in advance. I try to be a completely open book so if you have any questions, don't be afraid to ask, but please be blunt because I don't do well with hints or hidden meanings. My experience so far has been one on again, off again campaign for a couple of years (that repeatedly wrecked me) in a homebrew 2E campaign, and two one shots: one in 2E and another in a little kickstarted system. I have a zillion books for different systems but I think I'd like to play a 5E game.  My ideal time slot is any day of the week or weekend during the Aussie day or evening between 10am and 10pm (AEST, never any DST, yay QLD!). My mother and I are each others' unofficial carers and I tend to get noisy in games so I don't want to wake her up.  I'm less a fan of combat than of roleplaying. Fantasy is fun but I'm not adverse to other genres. I'm not really into sex, gore, etc, and prefer things kept mostly in the PG realm, even in the shows I watch. Things like Game of Thrones turn me right off. My characters tend to be sentimental friend makers, loyal to a fault, and they're likely to engage with NPC's as much as other PC's. I tend to play somewhere between neutral and chaotic good. Again, not adverse to playing something different if the game setup calls for it, that might be interesting, just saying where I tend to fall naturally. I can sometimes get a bit tunnel visiony when there are stakes, like in combat I might be so busy studying my abilities to figure out what I'm doing next that I have no idea what others are doing. That's gotten me in trouble a few times as a healer, not realising who is down or who more seriously needs my help in a moment when I was reading my spells... If I play a healer again, it won't be the main healer of the group, I'm just not reliable enough and I don't want to kill PC's... I do like magic though, or any class that lets me be really flexible with my abilities. I'm also slow to learn what dice to roll and stuff like that, so I might ask the same questions every game, but I am trying. I'll try to be better about writing rule notes, including notes on abilities and stuff like that, so I don't have my nose buried in the rule book when it's time to be doing something. I have a couple of characters in my head that are bare bones but I'd like to flesh them out, or I can convert an older character I've played before. As I said, I do like magic, so my first choice of character would be a mage/wizard/warlock/etc type, if it fits with the genre, setting, etc, of your game. I'll post the backstories of two magic characters I'd like to play (not at the same time!) and how I'd like to play them below.
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A Boy and His Mother written on the 2nd of Nov, 2015 by me A Boy and His Mother  (A character introduction by mbncd)  A mother was stuck out in the middle of nowhere, crossing a large and empty plain with her baby boy, when a really nasty storm rolled in. Seeking shelter, she decided to hide in the arching roots of a great tree in the middle of the plain (she wasn't too bright) and predictably the tree was hit, not just once, but several times. It was a really nasty storm.  Anyhow, both mother and baby were toasted, while the mother held the baby close and prayed for it to be safe.  Many, many years pass. The remains of the two are no longer there, carted off by animals or floods or other things.  Someone came across the tree and decided to use its wood to make a cupboard, a wardrobe. Big and open in the top half, with large ornate doors, and drawers in the bottom half.  The night after the wardrobe was complete, there came from it the sound of a baby crying. The carpenter decided that the piece must have been haunted so he tried to burn it, but as he approached it with the torch, the wardrobe winked out of existence as though it had never been. The poor man went slightly nutty, burned down all the left over wood and his home in the process, and spent the rest of his days as a homeless man, ranting whenever he saw anything made of wood. Not the greatest life for a carpenter...  Anyhow, after the wardrobe disappeared, it reappeared on another plane of existence. After a few moments, it disappeared again and reappeared somewhere else again, and again, and again. It seemed as though the cupboard was "looking" for something.  Finally, the cupboard appeared in the house of an old witch, right in front of her. She simply blinked at it and then gave a warm and welcoming smile. "Dear one," she said, "why don't you rest here a while?"  Carefully, the witch approached the main doors of the cupboard. "May I?" she asked. The cupboard did not move so she opened them gently. Inside lay a baby. The witch recognised that the baby had been reborn and formed entirely of magic.  "Let me get your son something to eat," the witch said, gently reaching for the child.  The cupboard doors slammed shut to stop her approach. But the cupboard did not leave.  "Very well," said the witch. "You need not fear. I will not take him away from you. I shall bring the food to him." The witch watched the doors gently begin to open again, seemingly more trusting of that idea.  She went to fetch some thin broth and brought it to the baby. The kid seemed delighted and the cupboard doors opened much more freely, as if a mother was giving a sigh of relief. The cupboard and the infant had found safety at last.  Over the next few months, the witch would talk to and read to both the cupboard and the child within. The "mother" had her own ways of responding to things and they became good friends, while the baby grew steadily into a strong and healthy toddler.  Every now and again, townspeople would come up to ask favours of the witch. She was a midwife and a healer and they feared but appreciated her services.  The wardrobe would sometimes go on brief trips, but always be back before the day was done. This seemed to assuage the child's curiosity about the outside world for a day or two, which was good because his exploring hands would fade away when outside of the cupboard for more than a minute or two. The witch said that it was because the baby was not of this world. The cupboard was protecting him but if he ever left that safety, he would cease to exist.  Eventually, a few years had passed. The boy was speaking and would frequently request his mother to take him to the other worlds they would explore to ease his cupboard bound boredom. They had a good home with the witch though.  One day, the two returned to the witch's house to hear angry shouting from the front door. The villagers had come with torches to punish the witch for betraying them and killing off their crops with the current drought. The cupboard knew that the witch was a good woman who, with her animals, had suffered just as much as any, but that she had still shared what little food and drink she had with the little boy.  Unable to communicate by speech, and the boy not even understanding what was happening, let alone knowing what to say to fix things, the wardrobe went on the offensive. She appeared before the villagers, between them and the witch. In an effort to scare them off, she slammed her drawers and doors open and shut with a vengeance, while the sound of a confused and upset child cried from within.  Instead of being frightened away, this only seemed to confirm the villager's belief that the witch was evil. They brandished their torches, shouting that a cupboard would burn just as well as any witch.  The mother froze, unsure of what to do after just making things so much worse. The witch gave the cupboard an understanding but sad smile and whispered, "Get inside!"  They retreated inside the house and the witch slammed the door shut behind them. Outside, the villagers roared and jeered as they threw torches on the roof, against the walls and through the windows. The witch opened the wardrobe's doors and drawers, and began frantically filling them with all sorts of things, from food and water to magical tomes and crystals.  "I'm sorry," the witch said sadly. "I didn't do what they say I did but they will not stop until I am dead. You cannot stop them, and they'll destroy you and kill your son too. Take these things and escape from here. Maybe one day your son can learn magic. Maybe he can interact with the outside world that way. Find a good and kind person to teach him and you'll both be fine. Now make haste! Be gone, my loves!"  The cupboard and child escaped their burning home in a blink. They reappeared on an adjacent hilltop and watched the house go up in flames as the townspeople roared and cheered.  The mother and child then blinked out again, reappearing in another plane of existence, far removed from the evil people who had just murdered their only friend.  Meanwhile, the little boy opened a magical tome that had been stashed beside him. As his hands traced the strange letters, those letters began to lift off the page in electric, glowing, magical runes. They spun around his head and then returned to the page. The little boy giggled as the written words spoke kindly to him.  ================================= I would play the boy as a man with no memory, ripped from the cupboard at some point since this story (and corporeal, despite what used to happen outside the cupboard when he was little), but with an innate closeness with magic itself. He doesn't know why but instead of reading letters on a page, it's as if the magic itself speaks to him, and he feels it calling him.  He's an innately magical being so he's likely to be more affected by magical and anti-magical things than most, but he might also have chances to negotiate with magic where others cannot and he'd usually sense it unless it was excessively well hidden.  If the game uses a wild magic or misfire system, this would be more representative of the magic getting in an argument with him than the magic just being completely wild without reason. This is most similar to fairy magic or magic calling on elementals/spirits to help achieve things. As he levels up, he remembers little bits from the witch's book. If he learns spells by levelling or is supposed to study books to learn them, this would probably be better achieved by communing with magic itself and the magic bestowing these other spells on him if it feels like it. Maybe he figures out where he came from, maybe he doesn't. His past isn't really a driving force but he is curious about it. He's just kinda a wanderer, no roots, and was only recently found with no clothes, no belongings, and no name. Maybe the other PC's find him themselves, maybe it's a local NPC. He tends to go with the flow, happy to learn what he can, starting as a pretty blank slate. 
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Written 7th of April, 2021. Name: Solaria/Nameless One Age: Unknown/20 Race: Sun Goddess/Human Class: Celestial Warlock from Xanathar's Guide To Everything, 5E Every now and again I write backstories of D&D characters. Below is my latest, Solaria, a sun goddess ripped from the sun and trapped in a human body. Note: It's a short introduction and not meant to be anything epic or even well written. Don't be surprised by grammatical or spelling errors either. Solaria isn't ever likely to be played but I was just in the mood to write. **** "The Nameless One was a woman stolen as a baby and raised by a cult. She was lavished with the best of everything, had many servants, and was largely treated like a princess or queen. The only exception was that she was a bird in a cage, unable to ever leave or even to talk to anyone outside the cult. Her belief in the cult's words were strong, however, after being raised by only them. They told her of the darkness enveloping the world, turning people to evil. She had been born to bring light back to the world as a vessel for Solaria, goddess of the sun.  On the Nameless One's 20th birthday, the ritual of calling Solaria into the willing human vessel took place. Solaria, however, knew nothing of this cult or of humans in general. She was too far removed from them to even really contemplate them, much as a human rarely contemplates the existence of a grain of sand. Powerful magic thrust her into a human body, her very entity was ripped apart to even fit a sliver of its existence into the mere body and mind of a human. A bright light shone, searing out the very soul of the Nameless One, and an agonized scream ripped from the goddess' new human throat, before she collapsed on the ground, almost dead. Some time later, Solaria awoke in a throne, wearing sun themed regalia, surrounded by worshippers all kowtowing before her, and it took a moment for her to contemplate her new existence. The goddess was herself, but not, broken and lost in a foreign existence. She had a body that could barely contain even this tiny sliver of essence they had managed to slice away from her true self. The body moved slowly, with obvious flaws and weaknesses. She had a voice, accidentally making sounds that surprised her. Even having human senses with which to see and hear but not her godly ability to Know was strange and unsettling to her. The cult stayed bowing on the floor, with members occasionally sneaking furtive glances at the goddess before hiding their faces again. They awaited commands and perhaps even praise. After some time had passed of the goddess simply sitting in her thrown and examining herself and the room, the cult's leader eventually gathered the courage to speak to the goddess. Solaria watched him as sounds came out of his mouth and she realised he seemed to want something from her, but she did not know what, nor did she particularly care.  Instead Solaria stood on shaking legs, unsure of quite how to control them yet, and she removed the crown (that she had accidentally stabbed herself on while exploring her body) from her head and dropped it on the ground. The humans tried talking to her again, but again she ignored them. This seemed to anger some of them as they stood and began making loud noises and drawing what she could only assume were weapons. Other members of the cult saw their goddess in danger after so many years of preparing for this day and they stood around her protectively or actively fought those who threatened her. The goddess was not afraid. Humans were doing what she presumed humans did. Time would pass. This moment meant nothing. The goddess knew little of pain or death, being concepts that weren't really relevant to beings like herself.  As the fighting went on between the cult factions who wished to use her verses those who wished to worship and serve her, a male and female pair of cultists quickly half carried the goddess away to safety, out of reach of their previous co-worshippers. They not only left the hall but the entire temple that had been built for her and they ran as far as they could, as fast as they could. The goddess didn't know who these humans were or what they were trying to do with her but she saw no point in being in one place or another, letting them do whatever they wanted. Exhausted, the humans settled in a clearing in some woods, putting the goddess by a nearby tree before collapsing to the ground themselves. Solaria looked at them with mild curiosity, then turned her head this way and that to take in the open world around her. Far in the distance above her shone the sun. A pang rang through her heart and mind and soul at all she had lost and the goddess, forever separated from the rest of herself, wept." **** The couple would later teach her how to be human, from how to talk to what was safe to eat, and she'd eventually assimilate to a degree. As an eventual D&D adventurer, she would learn how to bring her human self closer to her divine self, using fire and sun based magic (probably as a celestial subclass of warlock from Xanathar's Guide To Everything, 5E), and then eventually re-join her main self in the end.
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Andrew R.
Pro
Sheet Author
You might find the Australia and New Zealand Tavern Raiders Association campaign useful for finding games or players in our area.&nbsp; Our LFG page might not be findable at the moment, so here it is. <a href="https://app.roll20.net/lfg/listing/9884/australia-and-new-zealand-tavern-raiders-association" rel="nofollow">https://app.roll20.net/lfg/listing/9884/australia-and-new-zealand-tavern-raiders-association</a>
Just commenting that I found my old stories and have now posted them. I'll have a look at that, Andrew. Thanks!