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Post by Insano-Man on Sept 18, 2018 1:44:27 GMT -5
FILL IN THE BLANKSThe following is a character template for Erfbound characters. It is not required that prospective authors adhere to it, but it is strongly encouraged and recommended. This template may be updated as time goes on. Characters that were posted before alterations will not be required to reflect any given changes, except in the case of a major character update. Included are several examples on how to fill out this template. Remember that there are no strict guidelines on how you write your characters; if you can do more by breaking from tradition, do it! Likewise, suggestions and critique are welcome and encouraged. Quick Links- Character Template- Big Fiddles (Full Example)- Gesper Twinour Eizivex (Condensed Example)- Locked, Unlocked, & Lost Details- Nathan Tusker (Special Details Example)
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Post by Insano-Man on Sept 18, 2018 1:51:16 GMT -5
CHARACTER NAME (Applicable titles in parentheses. I.E., Sergeant, Executive, Chief Custodian)Aliases: A list of past or present aliases, pseudonyms, codenames, and so on. This field is entirely optional, but strongly recommended.Affiliation: Current faction allegiance, employment, and/or position. This field may be omitted, but this information must be present elsewhere.Species: Race, with gender and/or type in (parentheses). This field may be omitted, but this information must be present elsewhere.Birthplace: Location of birth, construction, first activation, or otherwise. This field is entirely optional.Birthdate: Date of birth, construction, or etc. This field is entirely optional.Height: Overall vertical height, in either metric or imperial units. This field may be replaced by or supplemented with length or width fields as necessary. This field may be omitted, but this information must be present elsewhere.Weight: Overall unencumbered weight, in pounds, kilograms, or metric tons. This field may be omitted, but this information must be present elsewhere.SUMMARYA quick, to-the-point detailing of this character's basic attributes, reputation, and current standing. A maximum of one paragraph is strongly recommended. This field is optional, but strongly recommended.APPEARANCEA full detailing on body profile, cybernetics, deformities, scars, and other major physical traits. Commonly-used equipment may also be covered in this section. This section can be as long or short as possible, but must be present.BEHAVIOR (Optional)A general idea of this character's mannerisms, skills, language, personality, and other major mental traits. This section can be as long or short as desired, and is entirely optional.GOALS (Optional)A list of major life goals, long term or short term, detailed in as much brevity or depth as desired. This list should include career aspirations, major personal obligations, and other significant interests. This section is entirely optional.RELATIONSHIPS (Optional)A list of other characters and notable factions this character has dealt with, influenced, been affected by, or otherwise has significant views on. This section can cover as many people or organizations as desired, but should emphasize known people and major factions. This section is entirely optional, but strongly recommended.HISTORYThis character's life story, as brief or extensive as desired. It is strongly recommended to cover this character's early life and recent events in this section. Two paragraphs minimum are recommended. There is no maximum limit on character history, and it may be broken up into chapters as need be. This section must be present.Attached at the bottom of this post is a text file containing the post itself and all of its formatting. This should make it easier to format character submissions appropriately.
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Post by Insano-Man on Sept 18, 2018 2:19:57 GMT -5
The following is an example of a complete character meeting Erfbound's style, in a detailed format. It comes with all fields filled in to a rough minimum. Do keep in mind that not all of this is expected out of a submitted character. Behavior, Goals, and Relationships can all be completely omitted for any reason. BIG FIDDLES (Chieftain)Aliases: Asakam, Wannadadum Gangon Harrg, Ubu, Gangon Gungon Gabaarti, Tango Mike November, HVT Bravo-Foxtrot 01 Affiliation: Sabaniska Valley Tribes, Clan Chieftain Species: Pseudocrustacean (Resker's Clawfish - Male)Birthplace: Sabaniska Valley, Mendit Wall Birthdate: March, 1305 OSC (Estimated)Height: 2'7" (79cm)Length: 6'2" (1.87m)Width: 2'5" (74cm)Weight: 760lb - 800lb (345kg - 363kg)SUMMARYYour average pseudocrustacean - just smart enough to have an ego. Big Fiddles is the name for the head chief of the Sabaniska Valley tribes. He's an accomplished crab. Instead of eating dirt and corpses, he's eating sticks and cousins. Instead of slapping other lobsters over the head to get them to shut up, he's slapping them to go away. He's done absolutely nothing of significance in his entire life. For some reason, the Loonies of Fort Neuropathy just can't get enough of him. He's their mascot, star celebrity, and arch-nemesis. Some day, he's going to be their dinner. APPEARANCEThere's not much to define this crab. He's big. That's it. He's like just about every other Resker's clawfish; a run-of-the-mill, ten-legged, tan-and-carmine pseudocrustacean, with enlarged claws and a thorny tail. He's got extra pincers on each hand and a double set of antennae, but that's all that sets him apart. He's a touch shorter in height and length compared to other clawfish, the slightest bit heftier, and just a little more weathered for all his years. It's still not enough to tell him from any of the other six thousand crabs in the valley. What really sets Fiddles apart is what he wears. He's got a sense of style most pseudocrustaceans can't tell from lunch. On most days, he's got some kind of twiggy headdress that falls off every two steps. Leaves and grass are tied together over his back in a cape that's actually rather charming. Handmade green dyes streak across his limbs to keep up his status as the valley's chief of chiefs. Most days, whatever aura of civilization he's trying to give off is broken up by gristle and raccoon blood on his jaws. BEHAVIOR"Big Fiddles" wasn't some kind of pun at fiddler crabs. It was actually a jab at one of Fiddles' tics; he can never stop preening his claws, twiddling things, or just tapping the dirt. If he hasn't had anything to eat lately, it's a manic kind of drumming and grinding that never stops. Beyond that, there's absolutely nothing to set him apart. He's a crab. He's hungry. He's never not hungry. He's supposedly "intelligent", but that's relative to other crabs. It's a miracle anyone stopped to give him a name. Someone did - and Fiddles didn't stop. If there's anything Fiddles has, it's names. He invents new names on a daily basis in his lobster bastard tongue. It's a favorite pasttime for Loonies in Neuropathy to figure out just what it is he's even saying. They've kept count of everything that sounds halfway intelligible - their last count, as of 1311, was up to 28. There's a betting pool on how many names he'll have once he goes into the pot. Culture, language, background, perspective - Fiddles doesn't have any of that. He's just got names. GOALS- Fiddles wants food. He's a giant lobster. Depth is not his strong suit.
- As terrifying as it sounds, this lobster's got ambition. He wants to lead his tribe to...victory...salvation...something like that. He's got a vague grasp on the idea of "bigger and better", he's just not all that clear on what it is.
RELATIONSHIPS- Most Loonies would just shoot Fiddles on sight. He's a crab. Loonies don't deal with crabs. Fort Neuropathy - they just love him. He's the dumbest thing they've ever seen. When he's not chasing squirrels and raccoons, he's pretending to be part of a society. He's adorable. Command staff even assigned him a top spot on their list of threats; "Bravo-Foxtrot 01", just shy of the Cult and Space Loonies. Fiddles doesn't even realize any of this is going on. He's too hungry to care.
- The Space Loonies don't know about Fiddles. Still, if a research team found him, he'd be gone to orbit before anyone could notice. Spacers need something to laugh about, too. Fiddles doesn't even know they exist. He's too hungry to care.
- The Cult of Meat would graciously accept Fiddles into their flock and treat him with as much respect as any other deserving worshipper. That's the official line. He's a crab. They don't want him. Fiddles doesn't even know he'd be let in. He's too hungry to care.
HISTORYChronicling Big Fiddles' rise to glory has been a labor of love for Fort Neuropathy. He was born in a clutch of somewhere between 80 to 100 other pseudocrustaceans, some time in March of 1305. Legend has it that he was the only survivor; the one who rose to the top by feasting on his siblings. Really, no one knows. Odds were his brothers and sisters were too busy trying to eat dirt and grass to stay alive. Fiddles was the one with the brains. He knew better. He ate trees instead. The political acumen and charismatic maneuvering behind Big Fiddles is the stuff of legend. That is to say that it's entirely invented. The tale goes that he scoured the valley for a relic of his ancestors, after a cruel, bitter exile. He found a mangled blade in a raging river of lava. He reforged it by his own claws, as smith, hammer, and anvil all at once. He took his family pride as his weapon of choice and slew the tyrant crabs of his valley. He hid the Moltanos, his blade of myth, somewhere in the valley - that, should he ever fall, a noble successor might find it and restore justice. Really, Fiddles was never like that. He rose to the top of the tribes in his valley by eating his cousins. He smacked dumber crabs around to build a little army he could flex his power with. Looking at it from the outside, it looked a bit more like a bar brawl mixed with a stampede, going on for about three years. In 1308, he made chief of his own tribe, when the old one got a bit too close to one of Neuropathy's scout teams. After that, in 1310, he made chief of chiefs - stole the throne when the senior crab got too old to keep his cannibal cohorts off his back. All that power's amounted to nothing. Big Fiddles has just been playing lobster politics ever since. What that means is not a whole lot more than whacking other crustaceans across the antennae. On occasion, one tribe gets too big or too uppity. Fiddles goes in with his lobster elite to shut them up. Sometimes, he eats them when they're done. He can't keep his crabs safe from the Loonies, he can't expand, and he's not exactly encouraging sapience in his tribes. Word is that, if he ever hits a hundred names total, the Loonies are going to come in and take him off for a banquet. For the smartest crab in the valley, the future isn't exactly looking up.
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Post by Insano-Man on Sept 18, 2018 2:47:05 GMT -5
The following is an example of a character with condensed, simplified information. As with the character above, it comes with all fields filled in to a rough minimum. GESPER TWINOUR EIZIVEX (Assistant Moderator)Aliases: Tracy Jasper, FullBroachCognate294, Gesper 50-294-805566-201 Affiliation: Unity Trust, Network Moderator Species: Unionite (Female)Birthplace: Gesper 50 Cyclic Network, Gestation Unit 201, Unity Station Birthdate: 4:00PM, March 14th, 1302 (OSC)Height: 100cm Length: 180cm Width: 90cm Weight: 115kg SUMMARYA unionite moderator for the Gesper 50 neural network. Young, impatient, strong interest in visiting Set itself. Loose moral standing, poor ties to home network. Archetypical bias towards hoarding knowledge and poignant information. May soon be ejected from Unity Station over several major offenses. APPEARANCE- Body:
- Baseline unionite clone, female. - Dull tan exoskeleton, black skin. - Disembodied head, as per Gesper 50 reproductive practice. - Body no longer extant. Fully dependent on cybernetics for all needs. - No known scars or deformities. - Apparel:
- Custom-model unionite cybernetic housing; strong resemblance to Space Looney gunships. - Body encasement seated at rear. Smaller profile due to decapitation, compensated with additional armor. - Sustained flight through internal SNM and maglev modules. Maneuvering provided by modular thruster array at rear. - Manipulator arms mounted to undercarriage. Kept folded under most circumstances. - Flexible landing skids mounted to bottom. Kept collapsed during flight. Occasionally used as components of body language. - Dull turquoise hull with white streaks. Arms, thrusters, and optics housings are bright white. Equipment panels and landing skids are black. Body encasement is yellow. - Equipment:
- Hologram emitter array covering most of forward and upper chassis. - Baseline 3P2I-APD laser defense weapon mounted to upper chassis on turret. - Custom-model particle cannons fixed to forward flanks on retractable mounts. - Cyberwarfare module integrated directly into cybernetics. Affords additional processing power, bandwidth. - Personal medical and repair tools mounted around body encasement. - Unionite Avatar:
- Human male, 5'9" in stated height. - Caucasian, tanned. - Short brown hair, hazel eyes. - Ordinary body profile. - Prominent half-moon scar on left cheek. Subtle acne scarring on forehead. - Long black duster, significant dust and weathering at cuffs. - White, long-sleeve shirt, with "G-50" on left breast. - Tan jeans with significant dust and weathering at bottom. - Bright brown work boots. Briefly leaves muddy, holographic footprints when walking. - Often holding a flashlight. BEHAVIOR- Personality:
- Excitable, easily frustrated. - Headstrong, self-important. - Poor regard for family ties or other unionites. - Trustworthy, dedicated to goals. - Limited emphasis on moral or ethical behavior. - Unionite gender ambivalence; identifies as male, but places little emphasis on it. - Skills:
- Extensive background in network administration and electrical work. - Strong understanding of cyberwarfare and basic social engineering. - Skilled mechanic, spacecraft systems engineer. - Poor combat skills, limited leadership ability. - Abysmal tolerance for combat stress. - Passable physician; lacks personal skills, but has sufficient automated equipment for the task. - Culture:
- Classical unionite. Emphasizes learning and collating data. - Upbringing in conventional simulation; noticeably humanized in behavior. - Can speak and understand all extant languages. Limited ability to replicate Zaschia body language. - Speaks most audible languages with a light Swedish accent. GOALS- Major:
- Visit Set's surface. - Observe redworlders in a planetary settlement. - Observe Looney tactical doctrine in effect. - Compile information on systemic xenophobia of planetary population. - Investigate paranormal phenomena on Set's surface. - Significant:
- Find a new home; aboard Lebedrovez Harbor or with a technologically-inclined group of planetside nomads. - Start up a new neural network; either alone, or with redworlders and/or humans as participants. - Compile information on prevalence and origins of unexplained artificial intelligence on Set's surface. - Minor:
- Breach the MASTER network to investigate personal belief of fourth-dimensional involvement. - Perform remote charting of Set's home system, galaxy, and other astrological features. - Probe the meat. RELATIONSHIPS- Loonies:
- Personal Opinion: Hated - Loonies' Opinion: Hostile - Space Loonies:
- Personal Opinion: Disliked - Space Loonies' Opinion: Disliked - Cult of Meat:
- Personal Opinion: Hostile - Cult of Meat's Opinion: Hostile - Species Bias:
- Unionites: Disliked - Humans: Neutral - Redworlders: Neutral - Sorassan: Disliked - Paleworlders: Disliked - Zaschia: Neutral - Pseudocrustaceans: Hated HISTORYTwinour Eizivex is just about every casual renegade that's ever come out of Unity Station. He was grown, assembled, and slapped into action on around March 14th of 1302 to replace Jadi'Naxas - no, not a redworlder, another unionite. Right from the start, Twinour had a destiny. Jadi was just the same as he was; an outlier and a troublemaker. Twinour was set to take her seat - after being pigeonholed straight into it by a hand-crafted childhood. Only about a year after Eizivex had come online, he was in the moderator's chair. He was still trying to come to terms with being alive by then. For a while, he did alright. A few years went by that he handled decently enough. People gave him slack for being young, faceless, and all that. That didn't change that he was being forced into a role with no experience straight out of the pod. It didn't take long before he was pushing away from everyone he knew. By 1306, people had almost forgotten he was part of the moderating team; he'd completely disappeared from anything not directly related to his job. It was around that year that the administrators decided to give him a shot elsewhere. It did not end well. Twinour went off to a repair crew he had absolutely none of the qualifications to be on. Just a month in, something went wrong. Space Loonies of the fleet Troubadour's Isle put in a small wing of gunships and fighters for a few quick parts replacements. Someone left Eizivex alone to handle the process for one. In just an hour, the entire wing had cycled through automated undocking processes and drifted off the station. Six collided into eachother. Three of the other unionites on the team were left disabled by collisions. Two humans and two redworlders came back with skull fractures and broken legs. Twinour's network pulled him back right away. He didn't even realize any of it had happened until he was back in his moderator position. Mounting frustration just pushed him further away. Soon enough, he was slacking at his job and abusing his power. He was spending his time on personal pursuits - even if it meant bending the rules just to go after them. He wanted that chance to grow and become his own person. To everyone else, he was a little twerp they shouldn't have grown in the first place. These days, he's still at it. The main difference is that his network's getting less content to leave him be. Nobody knows him, nobody wants him, and he doesn't much want anybody else. Talks are already going on how to replace him. No one's debating that he's going to be fired. It's just a matter of whether he's going out into space or off to the recycle bin. Eizivex is still growing on the inside, but he's got the brains to see the writing on the wall. He wants out, and not just back into another unionite network. He wants to head down to the planet - to see Set. He's not exactly ready for how unwelcome he is down there, but it's better than what he's got.
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Post by Insano-Man on Sept 18, 2018 3:05:05 GMT -5
Locked, unlocked, and lost details are simple, special markers and markup, intended to tease hidden information about a character without saying it outright. They can be used wherever seems appropriate to keep the juicier details a secret until they come up. The following is an explanation on what each of them are, with examples of all three. LOCKED DETAILS are information that is not readily available, as it requires special insight into a character to obtain. This may be something that is not public information and that the character is keeping as a personal secret. It may also be something that's simply never been asked, and has never had a reason to come up spontaneously. For locked details:[ ! LOCKED: A detail of this character's profile is hidden and must be discovered before it can be revealed. ]UNLOCKED DETAILS are previously-locked details that were brought out into the open, ideally through dialogue or interactions with the holding character. Consider as an author about whether or not it's appropriate to unlock a locked detail. Just because someone knows doesn't mean that everyone knows. For unlocked details:[ ✓ UNLOCKED: The following passage was unlocked through story actions. ][ Unlocked text follows. ]LOST DETAILS are locked details that are still relevant to the character, but are no longer accessible by any means possible. This may include the death of the character, the death of someone who knew something about the character, or even memory loss. Try to avoid making details too easy to lose. Think hard about whether or not you want to put in the lost marker to let everyone know or whether it'd be better to just strike the detail entirely. For lost details:[ ✗ LOST: A detail of this character's profile was lost as a result of critical story developments and can no longer be uncovered. ]Included with this post is an attached file containing formatted examples of locked, unlocked, and lost markers. Be sure to use them sparingly!
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Post by Insano-Man on Sept 18, 2018 3:14:50 GMT -5
The following is an example of a character with locked, lost, and unlocked profile details. Be sure to check out the tips and attached document in the post above.
NATHAN TUSKER Aliases: N/A Affiliation: Independent, Townsfolk Species: Human (Male) Birthplace: Bellsnook Valley, Shatter Bay Birthdate: May 28th, 1284 (OSC) Height: 5'6" (1.67m) Weight: 115lb - 135lb (52kg - 61kg)
SUMMARY The average townie. A homebody with big dreams and not a whole lot to see them through. Ace sharpshooter for the Bellsnook town watch, scared to death of his own shadow whenever he's past the walls. Nathan's waiting for the one day when something pulls him up by the collar and hurls him into adventure. Most people think he's crazy. That hasn't stopped him from earning respect and kudos around his hometown, but not many people will back him up if something tries to snaggle him up.
APPEARANCE Nathan isn't much to look at. Red hair, brown eyes, fair skin, and a few watchman-standard scars set him apart from the usual folk. His face didn't seem to age after he hit 12 - a plump, unthreatening visage with giant eyes and a tiny nose. He's a bit short, lacking for strength, and not even fat enough to pretend he's got muscles. What Nate really has is precision; deft fingers, tight reflexes, and eyes sharper than a Space Looney pizza cutter. He's earned his reputation by sniping crabs halfway across the plains. He's earned his fame by putting down bandit wheelmen before they could get within screaming distance of the front gate.
Cattle-hide clothes mark him out as a Bellsnook boy. Over top, a jacket in simple, woodland camouflage hides under a chest rig of combat supplies. On most days, he keeps the sun out with a flat cap. When he's off-duty or feeling stylish, he'll throw on a pair of personal sunglasses he scored from a passing caravan. A woody, hand-crafted, bolt-action rifle keeps him armed for his usual work. A heavy-bladed machete with a serrated back keeps him ready for close quarters.
[ ! LOCKED: A detail of this character's profile is hidden and must be discovered before it can be revealed. ]
HISTORY Nathan Tusker was born in his hometown of Bellsnook to Bridget and Dermot Tusker, on a sweaty day in May of 1284. He had a normal life in the small town. A loose education, a life of work at home, and full-time employment - as a volunteer - with the town watch by the time he was 16. Good parents gave him a level head and a strong work ethic. A good community kept him dedicated to his hometown. A placid locale and a dull work life made him yearn for something better.
[ ✓ UNLOCKED: This passage was unlocked automatically as an example of an unlockable profile detail. ] [ Nathan knew he was interested in some kind of adventure by the time he'd gotten his first taste of patrol duty. His first taste of adventure wasn't exactly what he was looking for. Around age 19, he went on a woodland patrol into the Borgester Woods, with three other watchmen. It was all well and good until shots starting splintering trees and slapping mud all around them. A no-name band of bandits had launched an ambush, with assault rifles and shotguns the watchmen didn't have a chance of competing with. In the end, two of Bellsnook were dead, another wounded, and a fourth sent running away.
That fourth man was Nathan. He didn't run for long. He realized halfway back to town that he was alone. Terrified of what would've happened to himself, his friends, and the reputation of his town, he spun back around and ran back to the forest. Not long after, he found the two dead. Nate's sharp eyes tuned him to another detail of the scene; tracks, and not the kind left by a man free of lead. He followed after. Just on the outskirts of the woods, he found the bandits muscling his last partner back to their camp.
Tusker wasn't much of a killer yet, but he was still a townie. Instinct took over. Friends and neighbors mattered more than scars and safety. One by one, he picked his marks and dropped them with ease. Five bandits dropped to the grass around a limping watchman, dead or dying with one shot each. The two Bellsnook boys hobbled back home together. For the town and Gerald Bennett, the wounded watchman, Nathan was a hero. For Tusker himself, it was nothing he wanted to remember. Nothing good had happened. He'd just helped keep it from getting worse. ]
[ ✗ LOST: A passage here was automatically lost as an example of a lost profile detail. ]
Nathan made a name for himself driving off crabs and bandits with his knack for marksmanship. Early years were spent watching senior watchmen and honing his skills with a rifle. He kept his ears open to passing merchants to get an idea of how highwayman politics worked out near Bellsnook. By age 24, he hit his stride. He'd learned how to spot figureheads and leaders when the swarms started coming. He'd heard enough about pseudocrustaceans to tell just which lobsters to kill to spook the rest into breaking or running. He knew how to tell which bandits or budget mercs were calling the shots. More importantly, he knew how to take them down from a safe distance.
A few short years of mutual understanding with the rest of the watch set him up to be the star player he is today. Nathan hasn't changed a bit. He's still earning every bonus the rest of the militia's ready to throw at him. He's still sharpening his skills and studying up on nearby towns. Whenever the Bellsnook watch starts looking for someone to ride along with a merchant, he's at the front of the line - as long as it's not going too far from town. It's safe to say that Nathan's never going to find adventure. Whether or not adventure finds him - that's another story.
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