Hello, My name is Alex, and I'm a 29 year old Chemist living in Wisconsin. I work quality control for pharmaceuticals and like to read, game, and cook in my free time. I also am failing to learn Piano, I have a mean but cute cat, and I love craft beer and loose leaf tea. Availability: I live in CST and work ~8-4 weekdays. I can do any weeknight except Wednesday or I can do any time on Saturday. Expectations: I hope to have a solid mature gaming experience, I love to screw around and have fun, but I also expect other players and the GM to keep the game going. I also expect players to have deference and respect to the GM and other players, for players to try and keep to their character concept when acting in character, and for any rules disputes to be resolved cordially (again, with deference to the GM). Conflict in character makes for interesting roleplay, but conflict out of character just makes the experience less fun for everyone. Character Concept: The concept I've been working on is a cloistered Monk who dedicated his life to mastery of his martial abilities, the study of medicine, religion, and history, and whose monastic order values truth and logic. The order trains it's acolytes to be gifted assassin's for the circumstances where their code forces them to act against demagoguery and propaganda that could bend the progress of civilization further away from enlightenment. Lawful Neutral Male Human Monk with the Hermit background. I used the human variant traits in the players handbook to select an optional feat (skilled) and a skill proficiency and only +1 to two attributes instead of +1 to all. I can drop the optional rules if that's not okay for the campaign! His proficiencies revolve around his scholarly pursuits as well as the more thiefy skills to satisfy his training as an assassin (Acrobatics, Athletics, History, Medicine, Perception, Religion, Stealth, Calligrapher's supplies, Herbalism Kit, and Thieves Tools) I don't mind filling in a needed roll instead of playing this character. Game Preferences: I am a huge fan of both roleplaying to solve puzzles and mysteries and a good satisfying fight. I think I would like a 60/40 RP/Combat split.I feel like magic is part of the world, but should be somewhat rare for someone to be able to master more than simple spells. Common markets shouldn't have magical items beyond very simple enchantments, and more powerful magic artifacts should have history to them. Experience: I played 3.5 in high school only a handful of times, and I recently joined a real world pathfinder group with some friends. I am brand new to 5e, but I've familiarized myself with the player's handbook, and generated the character I discussed above using these rules. I also listen to several D&D podcasts (The Adventure Zone, Acquisitions Inc, Drunks and Dragons). I have never used Roll20, but I went through the tutorial.