Post by Admin Council on Jan 21, 2013 15:00:21 GMT -5
S L A Y E R S
Set Me Free!
CHARACTER PROFILE TEMPLATE
Set Me Free!
CHARACTER PROFILE TEMPLATE
The template below is not an absolute -- it has the essential forms and format, the basic structure and info, but it is merely a starting point. You can feel free to dress up a character profile however you see fit (within rules and TOS), adding things like character art, spacer images, or extra information such as 'alias', 'family', etc., as needed.
If you need to put up an unfinished character profile, post it in the Rough Drafts section. You can ask others to review and make suggestions on a rough draft or simply use it as a placeholder for your work thusfar. When the profile is complete, it must be re-posted in Submit a Character -- staff and veteran members will ONLY approve characters in this section. If your character is approved, you'll need to re-post one final time in Approved Characters before you can begin roleplaying with the character. If for whatever reason the character isn't approved you'll be given a careful critique by the reviewing member / staff member and asked to make corrections.
Set Me Free prides itself on being a very open, easy-going RP forum so instances of characters being rejected are generally rare. If there's any dispute arising from a character profile you may feel free to ask for a review by the Admin Council to settle the matter.
And now, the template!:
The character's full name.
GENDER:
'Male' or 'Female' are common, but don't necessarily apply to all characters. If neither gender applies, write 'Other' here.
RACE:
A character's race is an important starting point and determines a lot about them. For example, humans are by far the most common race and possess great diversity of skills and natures, whereas beastmen have the advantage of starting with certain Traits due to their animal nature that humans do not have access to. To see the full list of available races and what benefits and downsides each has, see the Making a Character guide.
Races are divided up as Core Races, Limited Races, Rare Races, and Ultra Rare Races. Regular members may make characters from any of the Core Races. Senior Members gain the privileged of creating two characters from Limited Races. Veteran members can freely create characters from Core and Limited Races as well as one character from a Rare Race. Staff and Council Members can create characters from Core, Limited, and Rare races. ANYONE wishing to make a character of an Ultra Rare Race MUST have approval from the Admin Council in advance (and be at least a Senior Member, though Veteran Membership is preferred).
Core Races: Humans, Beastmen, Fishkin, Copy
(For beastmen, list the animal base as such: 'Beastman (wolf)')
(When making a copy, add 'Copy' to the main race, such as 'Copy Human'. You still cannot create a copy whose main race is beyond the limits of your member rank.)
Limited Races: Chimera, Elves, Golem, Monster, Other
(For all chimeras, list the component races, such as 'Chimera: Human / Golem')
(For 'other', staff approval is required, preferably in advance. Please fully describe any 'other' races and keep in mind the history and diversity of the Slayers world)
Rare Races: Golden Dragon, Dragon (specify type), Half Dragon, Demon, Half Demon, Lesser Demon, Half Mazoku, Low-Rank Mazoku
(For any 'half' race, be sure to include the other race as well, written as 'Human / Demon' for example)
Ultra Rare Races: High-Rank Mazoku, Gods
ORIGIN:
Write where the character is from originally. For most characters it is sufficient to say whether they're from the Barrier Lands or the Outer World (though characters can come from other places, you will need to discuss this with the Admin Council, preferably beforehand; currently we are not approving characters from the Lands Beyond or any of the other three worlds of the Slayers universe). If you wish to elaborate and include the character's home kingdom, city, town, tribe, etc., feel free to do so.
AGE:
The character's age in years. If there is a serious difference between their age and how they look, note this in the 'Appearance' section.
CLASS:
Every character must have a class to start with -- in fact, they are allowed up to two (for regular members; for senior, veteran, staff, and council members, see the Making a Character guide). This can be a regular class and a secondary class or two regular classes, if you prefer. A character's class(es) will determine which Traits and Abilities they can buy at the regular AP price and which they have to pay more for.
Available classes:
SECONDARY CLASS:
Available secondary classes:
LEGENDARY CLASS:
Remove this section entirely unless your member rank allows you to create characters who start with a Legendary Class. If/when you've earned or purchased a Legendary Class later on, you can add this field to the character profile.
APPEARANCE:
Describe the way the character looks, how they dress, and any distinctive visual features. Though not required, the suggested length here is no less than three solid paragraphs. If you prefer, you may post or link to an image instead of / in addition to a written description.
EQUIPMENT:
List and describe the character's starting equipment including any weapons, armor, enchanted trinkets, etc. Though there are only a few hard-and-fast rules for starting equipment, common sense and balance are expected and failure in either regard can be cause for a profile to be held back from approval. For example, even in the Barrier Lands enchanted weapons are slightly rare, especially if the enchantment is a powerful one; a character loaded down with a magic sword, magic dagger, magic crossbow, and magic ring that shoots lightning bolts is definitely not going to be approved, especially for a new member's first character.
Additionally, it should be noted that any enchantments on a character's starting equipment MUST be purchased using AP, whether starting AP or earned AP. Since there is currently no Marketplace listing for just enchantments (one may be written in the future) this means that the AP cost of all enchanted items will need to be worked out with a veteran or staff member (excluding veterans & staff, who are permitted to self-regulate in this regard). Please list an estimated AP cost for all enchantments on starting equipment; the reviewing veteran or staff member will work with you to fine tune the balance between power/utility and AP cost.
A character's starting Loot (see Guide to Loot) is included here as well. As a rule, a character cannot start with more than 1000 Gold worth of equipment and Loot unless the character begins with the Noble secondary class AND selects the Deep Pockets Trait (see 'Self Improvement'). Again, see the Making a Character guide for how this applies to senior, veteran, staff, and council members.
PERSONALITY:
Describe the character's personality here.
PERSONAL STRENGTHS:
Is this character loyal? Brave? Trustworthy? Determined? Describe all of the strengths afforded them by their personality, mentality, and upbringing here.
PERSONAL WEAKNESSES:
Is this character forgetful? Fickle? Gullible? Easily angered? Way too serious? Describe all their personal faults and social failings here.
COMBAT STRENGTHS:
What are the advantages this character brings with them into combat? This is in regards to the character's basic characteristics and is generally a reflection of what class(es) they are most of all. Do they excel at close range or long range? Are they quick and agile? Strong and tough? Do they prefer weapons or spells, and what kind(s)?
COMBAT WEAKNESSES:
Every character has them, even the most powerful. Weak spots. Shortcomings. An Achilles' Heel. Maybe they're a spellcaster who's used to fighting at a distance, but doesn't do well when attacked up close? Maybe the character is a demon, making them vulnerable to Astral Plane attacks? Put some serious thought into this section if you want the character to be considered fair and balanced -- if not, it could be cause not to approve them.
TRAITS:
The characters of regular members are given 100 starting AP to spend on starting Traits and Abilities -- this is just for character creation, so no leftover AP gets added to your running total. Senior members have 200 starting AP to work with, and all veteran, staff, and council members may apply 300 starting AP towards character creation. Pre-made Traits and Abilities can be found in the Adventurer's Marketplace, as well as the formatting needed to make your own.
Note that Beastmen and other non-human races can start with specific Traits and Abilities. Some of those can be found here.
ABILITIES:
See above.
HISTORY:
Provide a synopsis of the character's history. It can be as brief or as long as you wish, so long as a general notion of what the character has been doing with their life can be established. Elaborate, or even complete, backstories are not absolutely necessary -- Slayers isn't known for dwelling on a character's past too much (except for Zelgadis, but that's with good reason), so a brief overview is really all that's necessary.
[/ul]
[b]NAME:[/b]
[b]GENDER:[/b]
[b]RACE:[/b]
[b]ORIGIN:[/b]
[b]AGE:[/b]
[b]CLASS:[/b]
[b]SECONDARY CLASS:[/b]
[b]LEGENDARY CLASS:[/b]
[hr]
[b]APPEARANCE:[/b]
[b]EQUIPMENT:[/b]
[hr]
[b]PERSONALITY:[/b]
[b]PERSONAL STRENGTHS:[/b]
[b]PERSONAL WEAKNESSES:[/b]
[b]COMBAT STRENGTHS:[/b]
[b]COMBAT WEAKNESSES:[/b]
[hr]
[b]TRAITS:[/b]
[hr]
[b]ABILITIES:[/b]
[hr]
[b]HISTORY:[/b]