RTJ/Character Profile
Once a player's character idea is approved, they will need to submit a rough draft of a character profile. This is as follows:
Name: This is a bit obvious, but a good name fitting the characters background and society is an integral part of any character
place of origin/species: another one that is pretty self-evident. Depending on the race, this information might need to be fleshed out a bit, to describe to the other players exactly what the character is.
physical description: This should not only cover things like height, weight, etc. but also mannerisms, clothing, and anything else that would be noticeable to someone meeting the character. Try to give the character's description a sense of the character's personality and keep the character's abilities in mind as well.
personality: This is a more direct description of the character's outlook and personality. How the character acts, how he views life, how he views magic, are all important aspects of the character.
Abilities: So that the game has a bit of structure to allow players to grow and to face challenges, I will be using a simple system to gauge the power of each character. The player character’s strengths and weaknesses will be rated in a scale of 1 to 6. 1 is a basic and capable understanding of the subject, while 6 is the greatest possible mastery, rivaling a god of that subject. Players will be limited to a maximum of 3 to begin, with a 4 possible only in rare circumstances, with abilities that won’t directly overpower the game.
For each category of strengths, your character will begin with 9 points to distribute. This allows you to begin with a minimum of 3 abilities, though I don’t recommend having 9 at level 1, as it may spread your character far too thin.
magical strengths: One of the most important aspects of the character. This covers what magical abilities/arts the character has. Characters in this game will be some of the more capable magic users in the world, so their magic should be quite potent. For the sake of a game that is fun for everyone, magical strengths should be limited to 3, possibly 4 areas of expertise.
magical strengths could be anything from necromancy to mental manipulation to elemental fire to summoning to divination to spirit channeling to magical devices. The limit to this sort of strength is only your imagination and what seems reasonable to the GM, and the game is geared for a wide and diverse set of abilities.
In terms of power level, the narrower the focus, the more powerful it can be. If the focus is something like offensive fire magic, then the user will be quite proficient and deadly, like a high-level mage in a setting like D&D. The opposite is true as well. Broad categories can be given, but they will only be of moderate power. So, a strength of general wizardry would cover a much broader range of spells and abilities that are not as powerful as a close expertise.
magical weaknesses: The character's magical strengths have to be offset by weaknesses. These must be roughly equal to the magic strengths and can even be thematically linked to specific abilities. You need 9 points of magical weaknesses, equal to your magical strengths.
The character’s magical weaknesses can be something along the lines of a prohibited school or area of magic, if the character otherwise has a broad knowledge, a specific magical weakness like a fire mage being vulnerable to ice magic, some sort of magical restriction or taboo like not being able to touch dead flesh or the mage's magical powers will be lost until he can purify himself, or some other sort of mystical limitation. As with everything else, this can be worked out between the player and the gm.
personal advantages: This area is the mundane equivalent of magical strengths. This covers anything you want your character to be good at that could give him an advantage in game, that is not magical in nature. It could be a broad historical knowledge, or expert fencing skill, smooth, charming manners, or a beautiful singing voice. Whatever you want your character to be able to do much better than the average person. Like magical strengths, players have 9 points to distribute among the abilities, and they are capped at 3, though 4s may be a bit more possible in this area, depending on how narrow the strength is.
personal weaknesses: The counterpoint to personal advantages. This should cover areas that the character is worse at than the average individual, or areas of personal problem. It could be bad hygiene or an uncouth manner, a total lack of fighting skill or a lack of knowledge of anything outside his own home village. These should be designed to offset the advantages listed above, though they do not have to be directly related. Again, 9 points are required here as well.
other traits: This is for any other unique, unusual traits of the character that stand out beyond his personality. Perhaps the character always smells like cinnamon incense, or his eyes glow in the dark. It could also be an unusual manner of dress, or the tendency to speak in riddles. Things beyond simple personality traits that you want the character to be known for.
Background: This area should be a few paragraphs fleshing out where the character came from, how or where he might have been trained or otherwise gained his abilities, as well as any other important events in the characters life. Feel free to embellish the story, but the GM will likely alter it a bit to make sure it fits into the setting properly.
plot hooks: This is a place for the player to suggest ideas for plot's they'd like to explore. Every player needs to produce at least 2 of these, ideas of what they'd like to do, and further plot hooks can be developed in cooperation with the gm.
Once this profile is submitted, the gm will look it over, and ask for adjustments as necessary. When it is finished to satisfaction, the player will be added into the game.