Cup Size(FEMALES ONLY, don't ask me why we have this):
Regular - 12
Adept - 16
Master - 24
Lordly - 36
Legendary - 60+
Regular characters can include ordinary people and those with no/or little combat experience. Once a character has reached a sufficient amount of practice, they can be considered "Adept". Master characters are those who have seen a very high amount of combat experience, and everyone is entitled to one free Master. Lordly characters must be looked over, and are those who have seemingly mastered combat. Legendary characters are extremely sparse, and must be looked over by everyone.
Alignment:(Chaotic Neutral, Neutral Good, etc. Includes all alignments from the D&D rulebooks. If you want, add a brief description)
Class:(What is your character's role in battle? Warrior, Archer, Mage, Necromancer, Thief, Assassin, Reaper, etc.)
Distinctive Traits:(What defines your character, setting them apart from the rest? Describe characteristics. Preferably one paragraph per characteristic)
Appearance: (Picture or paragraph)
Personality: (You can write a few paragraphs out, or define it as you write. Just stay consistent.)
History: (However much you need, the more of this you have, the better):
Attributes: (These are not definite measurements, just easy ways to gauge what a character excels at)
Might - (Physical Strength, how much can they lift, etc. Average human would have 4)
Swiftness - (Physical Speed, how fast is the character? Average Human is 4)
Will - (Magic ability, stuff like that)
Endurance - (How much can your character take? Average human is 4)
-Might: The basic stat that defines a character's physical strength. Strength is many things , most of which matter greatly should you want your character to excel in melee combat. The higher one's strength stat, the faster one may attack with a weapon of medium or heavy weight. A large amount of strength contributes to the speed and power of melee strikes, as well as how much physical force a character can block and hold back, hopefully even repel. It also plays a part in supplementing reflexes, increasing the effectiveness of attempting to restrain or disarm someone. Might can extend to flat out running and jumping in some... very limited circumstances; after all, these actions require muscle strength too.
-Swiftness: The basic stat defining a character's agility and flexibility, sometimes, but not always linked to Might. A character with high swiftness can likely run fast, but more importantly, is more than likely good at things like acrobatic maneuvers. However, a character with high swiftness may be incapable of cutting armor, or even thick skin/hide if their speedy strikes don't contain the required force exerted by stronger characters. Swiftness is a key factor in reflexes, which might only supplements in certain conditions regarding grappling and pugilism. Projectile characters can use swiftness more effectively than melee fighters, using their speed to stay out of reach, however, without the strength and endurance to keep running, they will, eventually, fall flat.
-Will: The basic stat defining a character's skill in magic, and a new stat to our small Role Play. So... what can it do? Well Will defines two basic things; how strong a characters magic, energy, or spiritual skills are, and how well they resist other characters magic. This stat is only related to endurance for the latter part, as without endurance, any magic can defeat a character fairly quickly. Will defines little else of importance, and does not apply to weapons imbued with an element, or mechanical energy weapons.
-Endurance: The basic stat defining how much a character can take, and how much physical exertion a character may be able to put out, though that largely depends on strength as well. Endurance can mean many things, from how hard a characters skin is, not even counting armor, to how much pain a character can withstand. Endurance is either the product of rigorous physical training, heavy experience in the field, or possibly even the byproduct of a character having been tortured for an extended period of time. the most general way to look at endurance, and the easiest way to understand it as an attribute, is a hybrid of the common video game terms of HP and Defense.
Weapon: (Picture and/or Paragraph, outline any special abilities)
Rank: A weapon's rank as far as how it gauges against other weapons as a whole. Z is the highest and is virtually inaccessible to most characters as it is basically the catastrophic/legendary relic weapons. Z is followed by S, A, B, C, D, and E(E being the commonplace and expendable weapon). Neutral, +, and - is taken into consideration as well. This applies to any described armor and shields/barriers also as a method of evaluating just how durable the shield/armor is, and how well it can hold up against anything stronger and/or weaker. A higher rank weapon of A rank, for example, is more likely to break through a shield or another weapon that is rank C. This is just to clear up any ambiguities or inconsistencies about how effective attack and defense are. An S rank weapon must be applied for, and with a reason on hand(though they'll most likely go hand-in-hand with Lordly characters).
Subweapon:(same as above; should not be as powerful or used in the same way as the main weapon)
Armor:(optional; picture and/or paragraph, outline any special abilities; include rank if possible)
Attacks: (4 Attacks/Abilities; Weapon abilities count)
Abilities: (4 Attacks/Abilities; Weapon abilities count)
Strategy: (Same as personality, but battle-wise)
Weakness:(Can be emphasized in abilities, or overall battle strategy)
Relations to other characters:(optional; Use an S. Link system for this(levels 1-10 with 1 being mostly knowing each other/ acquaintances and 10 being partners/lovers/best friends/etc, and if you want, accompanied by a brief(maybe one-sentence) description. There's also a Reverse S. Link in which -1 is leaning towards potential dislike, and -10 is pure hatred/antipathy)
Theme Song:(optional; pick whatever you find suitable)
Battle Theme:(even more optional)