Character concepts
Character concepts are characters that players have created themselves, ones they plan to play or have played before. Browse them for inspiration, leave a like or a comment.
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A Note on LGBTQ+ Friendly: It's not just a tag to me, it's a requirement. I am nonbinary. My pronouns are they/them. This is a nonnegotiable for me. I've had far too many people approach me with rather condescending invites to games about how they 'aren't safe spaces' or 'no politics'. I agree that my gender, and gender identity isn't politics, though people have made it politics. Human rights isn't politics and if you think it is something that should be, you can skip on by me. I am more than fine with darker themes with games, I love a good dark game. But the moment someone says 'this isn't a safe space' or 'no politics' it feels like a giant red flag to me as a game I'm not interested in. So if that's your game, you can skip me. Indepth discussions between characters, debates about what to do in different situations. Being challenged on morality of what is happening. Highs of wins fought through hard work and the sting of defeats felt through the whole group, ending in commiseration at the tavern as our characters mourn the loss of a favored NPC. Roleplay is what I love most about TTRPG's. I've been playing them since I was 12 years old (I am now 41), and while at the time it was because of all the cool monsters and stuff, even then I was captured by the different stories you could tell. I would love to share in the telling of the stories with you and your group. I've got extensive experience in a number of different systems from D&D in various incarnations to World of Darkness and Chronicles of Darkness to Masks, Stars Without Number and Fantasy Flight Star Wars. I'm always up for learning a new system! I've also GMed my fair share of games in the past, but am just looking to play right now due to my health right now (I am disabled) That isn't to say I -don't- like the tactical and exploration aspects of the game. When it comes to combat I tend to be more of a tactition sort of player, analyzing the playfield and trying to figure out the enemy. Though that hasn't ever stopped me from making the -stupid- decisions because they were in character. Story and plot over mechanical wins for me every time. Failure is always an option. It never is an end point, because it just gives new opportunities for story, even if it stings and hurts in the moment. We find the motivation in that. Current Availability: Tuesday and Thursday evenings weekly. Monday evenings and Saturday days every other week.
The storyteller
They care about where the story is going and how it gets there. Themes, arcs and payoffs matter - they'll happily set up a scene for someone else's big moment.
Long-haul adventurer
They want a campaign measured in years, not weeks. Slow-burn plots and characters that grow over dozens of sessions are exactly their thing.
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