Create a New Character

First, choose a name for your character. Open a new text document (please make sure it is a .txt document and not a .doc file, or any other kind of file), and name it [your character name].txt

The first line of your text document should be your character's name.


Choose a race for your character. Here is a list of the races known to exist in the Slayers Universe:

  • Chimera (a mixture of three different races, not necessarily like Zelgadis)
  • Dragon (Ancient, Black, Dimos, Gold)
  • Dwarf (never seen in Slayers, but mentioned)
  • Elf
  • Fish-man
  • Human (standard, of course)
  • Mazoku (the general demon type - VILLAINS ONLY, and nothing above Xellos in power)
  • Shinzoku (the race of the gods - HEROES ONLY, and full-blooded Shinzoku will probably not be accepted)

About chimaeras: Zel is a chimera, but not all chimeras are like Zel. The legendary Chimera is a mixture of lion, dragon, and goat; it has three heads, the body of a lion, the hooves of a goat, and the haunches, tail and wings of a dragon. Thus, a chimera, for the purposes of this RPG, is a mixture of any three kinds of creatures. For a player character, HUMAN must be one of the three.

Once you've decided on your character's race, add it on the next line of your text file.


Next, figure out the levels of your character.

Every new character is given 15 points to start with. Your character might be given more points as time passes and as your role-playing improves. Long-time players creating a new character might be allowed to start with more points.

Each point will allow your character to advance by one level in one class. For example, you can use four points to make your character a Level 4 Fighter, one point to make them a Level 1 Sorceror in White magic, and three points to make them a Level 3 Sorceror in Shamanist magic, using eight points in total.

Level 10 of any class represents the best that any character can normally achieve. Your character may not start off with more than ten points in any one category.


The Sorcery class are the magic users. Characters at a high Sorcery level are often physically weak, but can usually get rid of any physical attackers with even their lower-level spells. There are three different kinds of magic: white, black, and shamanist. They are each different, and require separate points to level. The more magic points your character has in total, the better they will be at casting spells quickly.

Higher level white spells require the spellcaster to have trained in a temple of the gods for many years.

The following table shows roughly how many points you need to cast various well-known Slayers spells.

Sorcery LevelWhiteBlackShamanist
0knows no spells, has no affinities for any type of magic
1lighting boostbram fang
2lock, unlocklevitation
3recovery, countersleepingbalus rodflare/ice arrow
4diclearygaav flarefireball, raywing
5flow breakdark clawdug haut, demonic crystal, elmekia lance
6resurrectiondisfangdigger volt, val flare
7disenchantblast ashvlave howl, gray buster
8holy blessdragon slavera tilt
9ruby-eye bladeblast bomb
10ragna blade

Check the Slayers Spell List page to find out the levels of all the Slayers spells, as well as the levels of spells created for this RPG.


The Fighter class uses physical force and weapons skills. (Knowing kung fu or the equivalent makes your character's body a weapon.) However, they have very few defenses against magic, unless they are using special magic weapons or magic armour.

Fighter LevelSkills
0No weapons familiarity. Low agility, endurance, power, and coordination.
1Little-kid-playing-knights weapon familiarity. Might hurt an average human enemy.
2
3Some weapons familiarity. Can reliably do some damage to an attacker.
4
5Familiar enough with one or two weapons, and skilled enough, to successfully deal with one average human attacker.
6
7Somewhat skilled at a variety of weapons, or very skilled at using one weapon. Can successfully handle a couple of average enemies or one very skilled/powerful enemy.
8
9Can successfully handle under a dozen average enemies, or a small group of skilled/powerful enemies.
10High weapon familiarity. Can learn new weapon skills very fast. High agility, endurance, power, coordination, and technique. Can handle dozens of enemies at once.


This brings us to the Other class. Let's say that you want your character to have a certain skill that isn't directly related to either magic or fighting. Examples include thieving skill, being able to shape-shift, or owning a powerful magical sword. So how do you fit stuff like that into the level-points system? You have two options. Your first option is to make it into an Other class skill and assign points to it.

For example, if your character is a thief, you can make a Thief class. Then, you have to decide how good they are at it. If your thief has raised picking pockets to an art form, you might want to make them Level 7 in your Thief class. But if they get caught nine times out of ten, you might want to make them only Level 2 in your Thief class.

Or, for another example, if your character has a sword with extraordinary abilities, you can make a Magic Sword class. If their sword is only a teeny bit more useful than a normal sword would be, you can make them Level 1 in your Magic Sword class. But if their sword can, for example, block magical attacks up to power-level five in any category, then you'd probably want to make them Level 5 in your Magic Sword class. (Note: You have to have Fighter class points in order to be able to use this sword in a swordfight. This Magic Sword class is just for owning a sword with magical abilities.)

Or, for yet another example (are you sick of these examples yet?), if your character has an affiliation with a powerful being who grants them protection and/or powers, you can make a Priest class. (This being can be a Shinzoku, a Mazoku, whatever, as long as it's really powerful). A character with Priest class Level 10 would be able to call on the power of this other being to do all kinds of things, like casting powerful spells, or giving magical protection to friends and allies, or long-range teleporting. A character with Priest class Level 2 might, with a lot of fervent prayer, be able to convince this other being to give them some minor assistance, like finding lost items.

Of course, if your character is Thief class level 3, then that uses up three points. That means you only have twelve points left to spend on sorcery class and fighting class.

If your character is Priest class level 9, then that uses up nine points, and you only have six points left.

If your character is Shapeshifter class level 4 and Magic Sword class level 7, then that uses up eleven points and you only have four points left.

What if you don't want to use up all these points? There is a way to give your character these abilities without having to use up points at all. This is your second option. Go down to the Special Advantages section. There, you can choose to give your character Thieving ability or Magic Sword ability, without having to spend points at all. But you WILL need to choose a Special Disadvantage that is big enough to balance the advantages you've chosen. There ain't no such thing as a free lunch!

Add up all of your character's level numbers in all of their classes, and make sure that you aren't using more points than you're allowed. Remember, you are allowed to use a maximum of 15 points.

For example: A character with Black Magic level 5, Shamanist Magic level 3, and Fighter level 7. Or a character with White Magic level 2, Shamanist Magic level 8, Fighter level 4, and Priest level 1. Or a character with White Magic level 3, Black Magic level 6, Fighter level 2, and Thief level 4. These would all be acceptable.


Addendum for characters with Shamanist points:

Let's say you gave your character four points for Shamanist magic. This means they can use all the spells of power levels 1, 2, 3, and 4 in all the areas of Shamanism. Air, Earth, Fire, Water, and Spirit.

But let's say that you think Earth spells are pretty useless, and let's say that you think Air spells are really great. It is possible to sacrifice some of your character's Shamanist levels in one area in order to increase their level in another area. The cost is three to one.

For example, you can take away three of your character's levels in Earth to increase them one level in Air, giving them a final level count of Air 5, Earth 1, Fire 4, Water 4, and Spirit 4. Or you can spread the cost out a bit; for example, Air 5, Earth 2, Fire 4, Water 3, Spirit 4. You can not decrease any level below 1.

Remember, you don't have to fiddle with your character's Shamanist levels if you don't want to.

This addendum ONLY applies to Shamanism, NOT to Black or White magic, NO exceptions. And it ONLY applies during the character creation stage. If your character gains a point during roleplaying and you decide to use it to increase their Shamanism levels, you must increase each area of Shamanism by one level; you can't, for example, increase only Fire by five levels, or anything like that.


Next, choose your character's affiliation.

  • Heroes - the good guys. Your character disapproves of the forces of evil, will avoid working for them, and will try to prevent them from spreading across the land.
  • Independents/Mercenaries - Your character couldn't care less who they work for, as long as they can either fatten their wallet or provide them with an item or something useful in exchange for their services.
  • Villains - Your character is a Mazoku. Or any other kind of being who is similarly trying to conquer the world, kill massive amounts of people, or whatever other evil acts you can think of.

Villain characters can be allowed to have junctions with higher-level beings, which can make them more powerful than the heroes. Villains must also take care not to disrupt the plans of the other villain characters already part of the RPG. At least, not TOO much.


Next, choose a bunch of special advantages and disadvantages for your character.

Advantages are anything your character can do especially well, or that they are extremely familiar with, or anything that gives them a leg up. Some examples include above-average speed, eidetic memory, knowledge in the reading of ancient runes, a knack for repairing weapons and armour cheaply, strong willpower, great cooking skill, finely-honed intelligence, a magical artifact, the ability to pick pockets, etc.

Disadvantages are weaknesses, areas where your character desperately needs improvement, or anything which handicaps them in any way. Some examples include phobias, a severe lack of knowledge, delusions, physical handicaps such as blindness or deafness, a ridiculously strict code of honour, a monstrous appearance, a huge and expensive appetite, a curse, etc.

Your advantages and disadvantages must balance each other out. For example, if your character has one really major advantage (let's say a magical sword which allows them to cast Demona Crystal and which protects them from low-level magic spells) or even a lot of minor advantages, then they should also have a major disadvantage, or a couple of medium disadvantages, or a whole lot of minor disadvantages, or any combination which seems to work (let's say, for example, a very weak stomach, a phobia of walking on grass, and a curse to turn into a wombat whenever they sneeze).

If you want, you can also give your character a quirk or two. A quirk is something like a bad habit, or an annoying character trait, such as Amelia's speeches about justice, Lina's sensitivity about her... underdevelopment, etc.

Keep this in mind.... Advantages make your character more powerful and more competent. Disadvantages and Quirks make your character more fun to play.


Next, a bunch of physical description, to allow other players to better visualize your character.

Gender:
Age: (and birthday, if you feel like coming up with one)
Astrological sign and/or blood type: (if you want)
Approximate Height:
Approximate Weight:
Hair Color:
Eye Color:
General Appearance:
Mode of Dress:
Distinguishing Features:
Weapon of Choice: (characters with no Fighter points, or who specialize in weaponless combat, don't need to bother)


Next, describe your character's personality. This section of your application should be at least one paragraph (five sentences, fifty words, or thereabouts). What makes your character tick? What is he/she like? You might even want to include certain situations and how your character would react to them.

What does your character like or dislike? Include some people, places, things, items, foods, and activities that they absolutely detest or that they can't live without.

What are your character's dreams and goals? What do they want to accomplish? What fuels their sense of adventure? Why are they here?

Give some background about your character as well. This section should be at least two paragraphs (ten sentences, a hundred words, or thereabouts). Where did they come from? How did they get to wherever they are now? What was their childhood like? What experiences shaped their personality?

Finally, you may include any information that you only want the Council members to know. This secret information will not be posted on the web in your character's bio, or released to the other players on the list.


The last step in creating your character is to re-read ALL of the character creation guidelines above, and make sure you have written down enough information for every single category. Also, make sure you SAVE your text file.

Then, go back to the join or the rules page.

[ index | f.a.q. | join | rules | members | stories | links | contact ]

Hosted by www.Geocities.ws

1