To a fellow valorhead, we're actually choosing starting Proficiencies using the Tools of the Trade optional rules - not Skills as in Feats/Perks, not yet.
I see I see- not exactly a Valorhead myself yet tho! I just rushed to find the system doc when I realized this was using a preestablished, if an abridged version, system. I'm tempted to read through this free online version of the PDF to find that optional rule, but good to know what exactly we are voting on!
I guess it would be wise not to shove to much into my head, no need to make assumptions when you may have changed it! Still I'll fish out that ruleset for others-
Actually never mind I can't find it- we'll be fineeeee we don't need a heads up
Going over the list with the knowledge though, my mind is wandering towards the choices as they lay and with this knowledge...
I can't say no to this
[X] [TALENT] Your outstanding work doing outreach and funding drives for disaster relief (SPIRIT, the Fellowship skill).
Out of every choice there, this here screams at me as something that will pay dividends later on. Be it either convincing an enemy we don't need to fight or to keep people calm... this is simply a very good choice for that- Sure it would be WONDERFUL to have perception or research- heck even Leadership would be great! But Fellowship and a boost in the stat that's all about making relations? That's magical girl 101
[X] [CLUB] The Mixed Martial Arts club, where you spar and throw down with the best of your class (VIGOR, the Empathy skill).
And as much as I want to throw in change here, especially since Spirit and Vigor don't mix to well from what I'm guessing, that Empathy skill would mix perfectly with Fellowship, probably allowing for us to be able to save people in their darkest moments- the theme behind this story is dreams bleeding into reality after all. The Survival and Strategy skills are sad to see go with this choice, but the harmonization here is too good to pass up.
As for the Hobby choice, I think I want to choose differently here.
[X] [SKILL] Research
Research is, by and large, a wonderful skill to have. Studying magic, learning about enemies, passing college exams? It's really useful and would help us not get stuck when we try to push the boundaries of magic and make new techniques... hopefully.
However, as I thought about it- One: Kermie you've accidentally built-up a good frame work for making Raye, and Two: the current popular build has some interesting things we could do.
For instance, with Model Kit Building, that may extend to, when we get the chance, equipment building. With us having a Vigor and Spirit as our starting stats in this scenario, the idea come to mind that we could make that work by including tech/equipment that takes advantage of our high Spirit to power themselves just from us as he get our hands dirty.
Honestly akin the a character idea I shared in Project Prometheus, someone who is hella stronk and relies on weapons to changer up how they approach a situation. Sure it makes it so they would have less mastery in abilities they use but that's made up for by the large range of skills they can deploy.
Thoughts for the next part of character creation I suppose