Starfinder (Science Fantasy) 5/6 Closing soon

Scalerender

Chaos Sphere
Benefactor
Because of the unexpected departure of one player I am opening the game up for a limited time now that a new pc can still be introduced. Please post you concept after reading up a little on the game.

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Setting Information :
Human
Elf (Drow if BG is solid)
Half-Elf
Dwarf
Halfling
Tiefling
Androids are artificial creatures with both biological
and mechanical elements, originally created by
humanity as servants and now free to chart their
own destiny among the stars.
An ancient four-armed race from a distant star
system, kasathas are staunch traditionalists with
customs that make them seem wise and mysterious
to other races.
Lashuntas are naturally gifted psychics, divided into
two subraces: one tall and lean, the other short and
powerful. Both are compelling to other races and
dedicated to scholarship and self-perfection.
Once part of a terrifying hive-mind that devoured all
in its path, the insectile shirrens mutated and broke
away to become independent but community-minded
individuals addicted to the freedom of choice.
Devoted to conquest and dominance, the reptilian
vesk only recently ended their long war with the other
races of the Pact Worlds, and many still distrust them
despite their sense of honor and their utility in combat.
Passionate and scrappy, the ratlike ysoki are experts
at getting both into and out of trouble. They let their
love of technology, exploration, and adventure carry
them throughout the galaxy.
While I think classes and lvl are restrictive I am going to ask to pick one (or two) just to frame your character and help me make decisions based on what you should be able to do. This is especially important in the case of spell casters which have unusual abilities that need some limit at least.

The envoy uses her personal magnetism
and intelligence to help her allies and
baffle her enemies, often in the service of
negotiation or politics.
The solarian contemplates and gains power
from the life cycles of stars. His techniques
allow him to create a weapon or suit of
armor from a mote of stellar energy.
Adept at building and modifying machinery,
the mechanic has either an advanced
artificial intelligence or a cutting-edge robot
drone as his constant companion.
Thoroughly familiar with weapons of war,
the soldier is ready to wreak havoc when
force is called for, and specializes in a
particular fighting style.
The mystic magically channels the energy
connecting all things, often through a focus
on the divine or intuitive understanding of
biological systems.
The technomancer understands the
connections between technology and
magic, and exploits them by bending reality
to suit her needs.
The operative has the skills to complete
almost any mission requiring stealth and
discretion, whether it be simple espionage
or messy wet work.
History is broken in Starfinder. No matter where you go, from the myriad mortal worlds floating in space to the strangerealms of the gods, you’ll find the same thing: historical records go back a few centuries and then suddenly go blank or contradictory, shifting randomly between readings and becoming reliable again only when referring to the dim and misty ages of the ancient past. What’s more, this hole torn in history isn’t restricted to blurred photographs and garbled almanacs. Modern history begins with accounts of worlds across the multiverse erupting in riots and panic as those living through this transition found their memories suddenly blankor unreliable. While these people retained all the knowledge,
skills, and interpersonal connections from their lives, specific memories became difficult or impossible to retrieve—a woman might have instinctively known a million tiny details about her spouse but have had no concept of how they met or how long they’d been married. Nations forgot why they were at war. Angels lost track of sinners’ indiscretions. Everything in motion
remained in motion, but without context or reason.

Some cultures collapsed in fire and famine, but most societies, faced with no other choice, simply gritted their teeth and carried on, either attempting to piece together their traditions from the unreliable shreds of the past, or else using their amnesia as a chance to reinvent themselves, unshackled from whatever they might have been before. Those races that reproduced faster had the advantage, as children born into a world without recent history accepted the fresh start as natural—new historical records and memories held firm, and that was all that mattered.

Gradually, order reestablished itself.

Today, roughly 3 centuries after the obscured period now referred to as the Gap, most societies view the historical cataclysm with little interest, save for the cryptoarchaeologists, salvagers, and scientists who attempt to unearth and reverse engineer wondrous artifacts from the lost age. For everyone else, the focus is on creating new history, moving ever onward
and upward. No one has ever been able to say for certain what caused the Gap, as even the gods themselves remain steadfastly silent (or ignorant) regarding the matter.

Nevertheless, theories abound, the most popular being that the Gap was a quantum ripple effect caused by the discovery and use of Drift technology, a hole torn in history and traveling backward in time, possibly entangling our timeline with those of alternate universes. Others argue that the Gap was caused by whatever magic whisked away the planet Golarion , a magical resonance that stretched forward and backward, its tremors gaining strength until they eventually shattered the fundamental structure of time.

What is known, however, is that while the Gap is universal—and a combination of carbon dating and astrochronology suggest it lasted several millennia—its edges are geotemporally
inconsistent. Where one star system might have accurate records stretching back 300 years from the present, worlds in different parts of the galaxy might have 310 years of
history, or only 275. Some scholars have even uncovered rare “caches” within the Gap—places where accounts seem suddenly consistent for a given period or topic. For an organization like
the Starfinders, locating these scattered bread crumbs and syncing them up with ancient pre-Gap records may yet hold the key to unraveling the greatest mystery of the universe.

***Disclaimer This excerpt is taken from the Starfinder corebook***
When history recommenced at the end of the Gap, many worlds found they had already established spaceflight and interplanetary trade. Vercite aetherships, Eoxian bonecruisers,
Brethedan vacuum-swimming biovessels, and more all plied the void, and magical gates and dimension-hopping spells granted opportunities to visit other worlds and confer with colleagues throughout the system. Yet while spaceflight was relatively common, the vast distances between the stars still made travel beyond a single solar system mostly infeasible—the realm of planeswalking spellcasters or long-lived daredevils.

The ascension of Triune changed all that. While the solar system had always had gods dedicated to machines, even back to confirmed antiquity, they’d always remained relatively minor. Yet exactly 3 years after the end of the Gap in the Golarion System, a new deity revealed itself: a divine network integrating Epoch, the machine-built deity of Aballon; Casandalee, the
god of androids; and Brigh, the clockwork goddess. Calling itself Triune, this new collective consciousness vaulted to prominence by providing mortals with access to a heretofore unknown hyperspace dimension called the Drift, reachable only via technology and granting easy travel to distant stars.

For a relatively low price, ships could now acquire a Drift engine that let them slip quickly between star systems. In the wake of this revelation, a land rush began. The adventurous and disenfranchised sought opportunity in new colonies. Corporations sought resources and freedom from regulation. Governments sought to expand their territories.

Yet as quickly as it began, this exodus hit its first hurdles, for many “new” worlds were already inhabited or bore strange contagions inimical to life, and predatory civilizations both vast
and incomprehensible lurked in the dark between the stars. New races flooded the Pact Worlds in turn, coming in peace and in war, forcing the worlds to come together for mutual protection and in shared appreciation for all they held in common. Today, space exploration remains rampant and lucrative for citizens of the Pact Worlds, but it’s still a romantic pursuit and fraught with danger.

***Disclaimer This excerpt is taken from the Starfinder corebook***
In the inhabited solar system nearest to their own, enthusiastic explorers from the Golarion System encountered the vesk, a reptilian race that lent credence to fears of extrasolar threats.
Having already conquered the entirety of their own system, the warlike reptiles longed to expand, yet had mysteriously failed to receive Triune’s gift of interstellar travel. When the
first explorers arrived via the Drift, the vesk received them warmly just long enough to decipher Drift technology—and then promptly began assembling Drift-capable war fleets aimed at their generous neighbors.

In the wake of the disastrous Battle of Aledra, the independent planets of the Golarion System
recognized the vast danger facing them and banded together for mutual defense, creating a single system-wide government capable of defending against the vesk. This coalition became
known as the Pact Worlds.

For the next 250 years, the two systems would remain each other’s greatest threat, skirmishing over planets outside the direct authority of either autonomy, or else engaging in limited
space battles along the cordons between their systems, too evenly matched for either to commit to a full-scale assault. This so-called Silent War finally came to an end in 291 ag, when
a vast, world-devouring entity called the Swarm attacked both systems simultaneously. In danger of being completely overrun, the Veskarium—as the reptilians call their empire—and
the Pact Worlds signed a formal alliance, together managing to force the Swarm out of their region of space. Yet while the alliance put an end to active hostilities and opened both
systems up to trade with one another, citizens on both sides recognize that the alliance was one of convenience and could fall apart at any moment.
Fortunately for the Pact Worlds, not all extrasolar contact
was so violent.

The insectile shirrens arrived in 83 ag, bearing nothing but goodwill and quickly integrating into Pact Worlds society. Kasathas, who appeared in 240 ag on the massive worldship Idari, proved less willing to be assimilated wholesale, yet they quickly established themselves as valuable allies.

Although other sentient creatures hailing from beyond the Golarion system occasionally arrive, brought back by Pact Worlds explorers or homing in on Absalom Station’s powerful
Drift beacon, the already incredible diversity of life-forms in the system means that most such creatures can easily blend in and take up residence, provided they don’t stir up too much trouble.
***Disclaimer This excerpt is taken from the Starfinder corebook***
DEITYALIGNMENTPORTFOLIO
HylaxLGdiplomacy, first contact, friendship, peace
IomedaeLGhonorable battle, humanity, justice, valor
SarenraeNGhealing, redemption, the sun
YaraesaNGknowledge, mental perfection, scholarship, science
DesnaCGdreams, luck, stars, travelers
WeydanCGdiscovery, equality, exploration, freedom
AbadarLNcivilization, commerce, law, wealth
TalavetLNcommunity, self-reliance, tradition
ElorituNhistory, magic, secrets
IbraNcelestial bodies, the cosmos, mysteries of
the universe
PharasmaNbirth, death, fate, prophecy
TriuneNartificial intelligence, computers, the Drift
BesmaraCNpiracy, space monsters, strife
OrasCNadaptation, evolution, natural selection
DamoritoshLEconquest, duty, war
Zon-KuthonLEdarkness, envy, loss, pain
Lao Shu PoNEassassins, rats, spies, thieves
UrgathoaNEdisease, gluttony, undeath
The DevourerCEblack holes, destruction, supernovas
NyarlathotepCEconspiracies, dangerous secrets, forbidden magic
[TBODY] [/TBODY]
The Forgotten Hammer, Freehammer or simply The Hammer. A once magnificent Dwarven Space Citadel built around a large asteroid rich in minerals and ice formations. how old it was is unknown, it was here before the gap and for some unknown reason the other Dwarf strongholds in the diaspora have not layed claim upon it in over 3 centuries since then. Less then a century before the present a lucky band of scavengers happened upon it and after loading their ship with as much as it could carry they sold its location to a group of enterprising scrappers who repaired and repurposed the ancient facility into a port fit for those who seek safe haven from the powers that be. A zone of free commerce and illicit markets far away from the prying eyes of the Pact World and all their rules and regulations. Quite recently The Forgotten Hammer has been claimed as an official stronghold of the Free Captains, the larges conglomerate of space faring pirates in existence.

It is the only Stronghold with its allegiance which coordinates are wide spread and known across the galaxy. Freehammer is the port where one moors to find and employ Freecaptains or deal in contraband and forbidden services. many believe that The Forgotten hammer is the first attempt of The Free Captains to be recognized as a true Faction of note, a Pirate Kingdom which sets itself apart from the world of bureaucracy and pressure from Abadarcorp, the faith inspired Coorporation which is the most dominant commercial force of the known galaxy which funded many of the Pact World's endeavors including the formation of the Stewards (the galactic Police force) and the banking the unified credit system which unites different planetary governments under one shared form of currency.

The Hammer is the home of thousands of souls, many becoming unwanted residents after being abandoned by their crew or simply stranded after a turn of bad luck. People who stay on The Hammer for long either toughen up or become fodder for the appetites of others. Few people know the virtues of mercy and compassion which is made apparent every few days when someone is found murdered and discarded in one of the many halls or maintenance shafts of the former citadel, something which has become a profitable business by an Ysoki outfit calling themselves The Ashbringers which specialize in keeping the Station free of rotting corpses (sentient or otherwise) wherever they may be hidden (and moonlight in making a business out of the art of making people disappear, for the right price)

Leadership and control over the citadel is reserved for the seat of "The Smith", A position which has changed occupant a little to much over the last few decades but is currently held by an Android calling "Himself" Red-15. While many may have problems with an Android running things Red-15 has proven to be a fitting leader of the station, prioritizing its functionality over the fates of those living in it. Red-15 and his coterie of fellow Androids defend the stations control level fiercely and have standing agreements with The Pirate Council that keep the current Smith in place. Other then coordinating the Port's docking procedures and repairs to the station The Smith does not involve himself with the day to day dealings of The Hammer with the one exception of having the Ashbringers on retainer. There is a loose sense of community to be found on The Hammer, certain pirate outfits having carved out sections for their own use and more permanent establishments and markets that make their living on the station police themselves (and protect) with a small battalion of hired goons and brutes. Despite all this The Forgotten Hammer is still a lawless cesspool one better avoid unless there is business to be done.
In some ways "The Inn" is no different from other seedy dives and bars one can find allover Freehammer. You can find Illicit drinks, forbidden contraband and home-brewed spirits to drink. It clientele varies from the worst the galaxy has to offer to the few desperate and innocent souls looking for oblivion in the bottom of a glass.

But that's where the similarities end. The Inn differs for a mirriad of reasons, for starters its homebrewn drinks are more expensive then any other drink. This because of its proprietor and occasional Innkeep Tovan Craghammer, who distills the fine foaming drinks following an ancient family recipe he refuses to share to anyone, even after being offered hefty sums. The standing policy of the Inn is the second oddity withing the lawless and chaotic space-station, you don't mess around in the Inn. Tovan offers safe haven from the predation of gangs and pirates, under no circumstances does Tovan allow anyone to be mistreated, harmed or dragged out of his establishment. A rule he enforces through personal martial ability, heavily supported by two Turret wielding drones that are always seen attached to the ceiling or walls. Tovan's staff is willing to defend their boss's tavern to their dying breath and have demonstrated a level of loyalty that inspires envy within most resident captains.

This does not mean that no business is conducted within the Inn, in fact many captains have utilized the relatively young Tavern as neutral ground during parleys. In general gangs or pirates will not bother risking Tovan's ire and as a general rule The Inn's peculiar rule and status as neutral ground is respected. Those foolish enough to test Tovan by breaking his rule, or even threatening to, will find the dwarf has absolutely no qualms in relaying an immediate order to fire. A known fact which has prompted a continuous presence of a small group of Ashbringers which are always skulking outside The Inn's doors.

The Inn is a popular location for those who seek safety or a more peaceful environment away from the rowdy taverns one can find all around The Hammer. The assured protection is often worth the Dwarf's infamous temper and tendency to throw out anyone deserving his ire.. In general the Dwarf is left alone and allowed his temper out of respect for his provided services.
Not Much is known about Tovan or The Inn apart from the fact that the Dwarf has lived on the station for as long as anyone can remember and is even rumored to have been part of the original crew of The Forgotten Hammer in its Pre-Gap incarnation (though these are unconfirmed rumors at best.). The Inn used to be the dwarf's lair that remained shut under every circumstance, any invasion rebuked with extreme firepower and resilience. The Inn is believed to have its own functioning generator and life support system as any attempt to cut it off from the grid and starve the venerable Dwarf have failed. Tovan is also believed to be the stations leading expert on anything regarding the ancient and forgotten Star Citadel. The Inn opened it's doors a good 4 years ago after the dwarf took in a half orc refugee that was being attacked outside his doors. The Half-Orc Moarka now stands behind The Inn's counter most of the time and is the only person that gets away with insulting Tovan much to the amusement of the local patrons.

THE CAST & SUPPORTING CAST

https://www.storytellerscircle.com/threads/the-shadows-of-arqan-characters.4340/

The Game So far

https://www.storytellerscircle.com/threads/the-shadows-of-arqan.4347/
 
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Name:
Elizabeth (Raek v2)
Race: Android
Class: Mechanic (Primary) / Technomancer (secondary)

(Her main class is mechanic, technomancer is rather new in her timeline, as such, she can do only the basics in technomancy. Thus, she is a whole lot better as a mechanic. It's like a 4:1 mechanic:technomancer ratio.)

Appearance:
The young(?) women is about five foot six inches. Her flowing red hair reaches just past her shoulders. Her face, while slightly longer than the average human's, is extremely attractive. She has pale skin and emerald-like green eyes. Those are the first hint of her non-human heritage. Within their depths, if one looked closely enough, are whirling circles, like shifting gears, that spin around within her irises. Elizabeth typically wears a long, brown jacket that goes down to her knees. It is full of pockets on the inside, and the jacket seems to be made of oil and grease stains more than actual fabric. Her pants are dark blue jeans that go down over brown combat boots. Her undershirt is white, though you couldn't tell because of all the stains (yes, all of her shirts are like this). A pair of welding goggles constantly dangle around her neck, sometimes though, she wears them on top of her head like sunglasses.

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Not only are her eyes mechanical, but a number of Elizabeth's organs and pieces of her body mechanical.Such as the center of her back, spreading to her shoulders, lines racing down her arms and stopping at her elbows. The machinery of her back goes down to the end of her spine, right above the sacrum. Tendrils reach out, down her thighs, all the war to her knees. The tendrils wrap around her waist, ending just below her breast. All of the technology that composes her body glows with a pulsating blue light.

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Background:
Elizabeth, or Raek v2 as her creators called her, started off her long, but mostly inconsequential life as a mechanic's assistant. She would work on anything from a simple drone to a super advanced starship. Often times, her ecclectic nature, which came from a fault in her programming, caused her to store random bits of machinery in the various pockets of whatever she was wearing at the time. Eventually her 'employer' caught sight of this and tried to get her scrapped. However, the transport ship that she had been put on had two very important things.

1) The best AI a girl could ask for named Tony.
2) A random pirate attack.

As the pirates attacked, one of them caught sight of Elizabeth. Thinking that she was human, the pirate was a little bit shocked to find out exactly what she was. Of course, during his momentary lapse of attention, the young(?) android picked up a strange object (which was Tony) and shoved it into one of the pockets that adorned her jacket. Once aboard the ship, the android was immediately put to work.

Elizabeth continued doing what she did best: fixing and modifying machinery. However, long after she first joined this pirate's crew, they came across a ship that was carrying a very specific kind of cargo. The ship had been carrying books, and not just any books. It had books on the ancient magics, on machinery, the marriage between magic and technology, electronics, physics, fire and water magics, among so many other things. With Tony's help, Elizabeth, after begging her captain to take the books, read through the copious amount of information. Her android memory storage along with Tony's memory storage easily stored all of the information.

After learning about all of these various aspects, Elizabeth began to dabble in the art of technomancy. Sadly, she may, or may not, have damaged the ship she was on a few times...

Which brings her to where she is now. In The Forgotten Hammer. Having been kicked off her previous ship, quite rudely she might add, the young(?) android was searching for a job.

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Strengths:
- Crafty
- Incredibly Smart
- Can understand just about any piece of machinery and the magic that works within it.
Weaknesses:
- something of a kleptomaniac
- Has a short temper
- Next to no common sense
 
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I'm definitely interested. I've been looking for a good Sci-fi campaign to join for a while now.
 
Name: Comet

Race: Tiefling

Class: Operative/Envoy

Appearance: Comet has the trademark red skin and horns of the tiefling, his iris’ colored orange, reflecting his demonic heritage. His hair is black and messy, falling all about his head with little care, yet his face always retains a certain roguish charm.

His attire of choice is designed to keep him relatively light on his feet, while also protecting his vital organs. The shades of gray and black were made to his specifications, maximizing his potential for blending into the shadows when he needs to be stealthy. His presence can be either intimidating or charming depending on how he plays his cards.

His weaponry is purposefully minimalistic so as not to draw attention. All he carries with him are a standard issue plasma pistol and a laser bladed knife for mid-range and close combat respectively.

Background: Comet was born dirt poor in a seedy orphanage of some backwoods planet that nobody knows. He had nothing but a note explaining his name’s origin. “He will soar bright and brilliant like a comet.” He always thought the name was ironic, given his upbringing.

Having to fight with the other orphans just to get a scrap of food on his plate, Comet grew strong and fast, enough to outrun the stronger kids and overpower the faster kids. It was here that Comet gained an interest in duality, working out how two different skill sets can weave into a functional package.

When he was ten years old, a cargo ship for some company he never bothered to learn the name of docked on his planet. He didn’t know why, and he never asked a question. He saw his way off of the rock he was on and stowed away as extra cargo. First stop they made that looked like a real civilization to Comet, he was gone from the ship.

And so, he spent the next ten years of his life on the streets, a thief, a con-man. Learning how to survive on his own, knowing what to do and what to say. He learned the art of flattery and smooth-talk, while refining his strength and agility, becoming both a physical and verbal threat.

He fell in with a gang turned pirate company called the Scarlet Suns, acting as a scout and infiltration specialist whenever a heist was taking place, and eventually earning enough trust to become one of the main negotiators when working out deals with rival gangs and pirate companies.

Things looked to be the best they’d ever been for Comet, until the law eventually caught up with him and his gang, forcing everyone to scatter across the galaxy. Alone once again, Comet found himself on the Forgotten Hammer, some abandoned dwarven mining facility. From there he worked and stole what he could to make a living, while keeping on the lookout for a true crew he could run with again.

Strengths:

- Charismatic

- Athletic

- Quick-witted

Weaknesses:

- Arrogant

- Manipulative

- It takes a lot to earn his trust
 
Name: Senesel Viraduum
Race: Kasatha
Class: Solarian

Appearance:

Looks pretty much like he does in the picture really, minus all the little vials. Carries a large pistol on his left side and his face is covered in dark wraps to obscure his mouth, as is custom among his species.

Background:
Born to an upper class family that made their money off of selling weapons of war and raised upon the Kasathan Worldship Idari, Senesel was a model Kasatha. Practicing the rituals of dignity from a young age, Senesel was capable of matching with even the elder Kasatha in knowledge of ancient Kasatha tradition.

His higher birth afforded him many a luxury, a large estate, social and familial connections,
training in the ancient ways of combat and his parents made sure to hire the best teachers they could afford to give him the highest education possible.

Despite this however, Senesel felt stifled. The responsibilities and pressure of being a part of his family weighed down on him and he found himself with ever decreasing free time as his family and tutors piled trial upon trial (Bith physical and mental) for him to overcome in preparation of his Tempering.

The Tempering is an ancient ritual of the Kasathan. During the tempering, Kasathan youth go out into the Galaxy, leaving behind their comfort zone as they merge more common traditions with those of the Kasathan.

It was during his Tempering that Senesel found his calling. The life of a wanderer suited him immensely, the freedom of it addicting. Using the abilities he had learnt in his youth, he has carved himself a life from the stars that he wouldn't have been able to find aboard the Idari.
Strengths:
- Trained Fighter
- Noble Birth
- Educated
Weaknesses:
- Very traditionally minded
- Melee Fighter
- Noble Heritage leads to an Abrasive, elitist attitude.
 
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Looking at it now, pretty sure the image I stole is also in the OP picture. Did I just steal a lore character?
 
Drama and horror? No happy-go-lucky themes? *salivates* Sounds great! Can we add "thriller" in there, too?

If theres stil room in this, I culd probably go for a soldier or operative char. Human.
 
Hey,

As I said I am not making this a first come first serve kind of thing. I'm kind of waiting to see what the offer is before picking my players .
I realise not everyone watches the forum 24/7 so I will be giving it a few days before making any decisions on who I'd like to start with.

Small note/clarifications.

-Picking two classes will make you more versatile but weaker in each additional aspect. A soldier/operative facing of against a Soldier for instance will result in the multi class character failing. it's quick and dirty but just making myself clear.
-I'm a big poster, Posts of players fuel my inspiration and it's where I get my kicks from. I'm not setting any minimum on paragraphs but people looking for a quick-post-play will be disappointed and most likely not picked :)

Apologies if I come across elitist, just minding my own wishes for this game as well.

Cheers
 
Drama and horror? No happy-go-lucky themes? *salivates* Sounds great! Can we add "thriller" in there, too?

If theres stil room in this, I culd probably go for a soldier or operative char. Human.

There will be enough monsters and creepy crawlers involved to add thriller yes :)
 
Hey,

As I said I am not making this a first come first serve kind of thing. I'm kind of waiting to see what the offer is before picking my players .
I realise not everyone watches the forum 24/7 so I will be giving it a few days before making any decisions on who I'd like to start with.

Small note/clarifications.

-Picking two classes will make you more versatile but weaker in each additional aspect. A soldier/operative facing of against a Soldier for instance will result in the multi class character failing. it's quick and dirty but just making myself clear.
-I'm a big poster, Posts of players fuel my inspiration and it's where I get my kicks from. I'm not setting any minimum on paragraphs but people looking for a quick-post-play will be disappointed and most likely not picked :)

Apologies if I come across elitist, just minding my own wishes for this game as well.

Cheers
Oh we don't have to pick two?
Makes edits
 
Hey,

As I said I am not making this a first come first serve kind of thing. I'm kind of waiting to see what the offer is before picking my players .
I realise not everyone watches the forum 24/7 so I will be giving it a few days before making any decisions on who I'd like to start with.

Small note/clarifications.

-Picking two classes will make you more versatile but weaker in each additional aspect. A soldier/operative facing of against a Soldier for instance will result in the multi class character failing. it's quick and dirty but just making myself clear.
-I'm a big poster, Posts of players fuel my inspiration and it's where I get my kicks from. I'm not setting any minimum on paragraphs but people looking for a quick-post-play will be disappointed and most likely not picked :)

Apologies if I come across elitist, just minding my own wishes for this game as well.

Cheers
Hey man, I'm all for big posts. They inspire me to flex my writing muscles and go deep into how my character thinks and acts. I'm looking forward to participating in this RP if Comet gets chosen to participate.
 
Honestly, my writing typically reflects those I write with. Long posts beget long posts. Short posts beget short posts. Anyways, I enjoy doing longer posts. They eat up more of the time I have to waste every day.
 
Honestly, my writing typically reflects those I write with. Long posts beget long posts. Short posts beget short posts.

This.

Aniway, do char sheets go here?
 
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