Here is a provision of a full explanation of the Technoguild Universal Bio Template, which isn?t restricted under any particular universe. All is described in an unbiased general mannerism and tone so anyone with any sort of character can fill it out.
== I. Basic Information == The content listed under Basic information is pretty much the general surface info that tends to be a little easier to fill out for your character. It?s almost the stuff you?d see on someone?s identification card, thus the term ?basic?. You do not have to go into too much detail with the exception of Reputations, which may require some explanations to do.
Full Name: Basically, your character?s full out, true name that they were given to upon their birth by their parents or were obtained otherwise/considered their official name, which may or may not necessarily be the name they are commonly known by to other characters amongst them. Be sure to give your character a family surname unless they are special exceptions like an android with a specific number labeling, or characters that do not know their last name due to parental separation.
Alias: This is the name that people would usually call your character, once again not necessarily their full name but it might be part of it, as a shortened version, or an entirely different nickname substitute. You can insert more than one Alias in there if he or she happens to have multiple nicknames that people tend to know by.
Gender:This one is usually kind of an obvious one. Is your character male or female? Maybe something in between instead, like a hermaphrodite (rarer cases) or asexual (robots, androids). There are also actually pretty specific technical terms for in-between genders, as gender can refer to multiple and not limited to just the male or female standard when used in the ?sex? term; Such as a character granted with XYY (more masculine male), XXY(less masculine male), or XXX (petite female) syndromes as odd physical and mental gender birth defects, for a few examples.
Species: As widespread as the universes can go out, species is really your call. Whether your character is a human, robot, anthropomorphic animal, a quadruped, or something completely different like a unique alien race you?ve come up with yourself, just be sure your character somewhat reflects the nature of the species you?ve decided to enlist, whether their tendencies be miniscule or monumental. Hybrids are slightly more debatable as well as cyborgs and full on robots, depending on their type, so be sure to put an extra effort into describing those sorts in their backgrounds and details. Be sure to describe your alien species in the greatest of detail if it is your own unique creation, so we can get a solid grasp on how they work and behave and look like (or at least provide a drawing)
Alignment: Basically, this is what side your character is on, posing the question ?Are they good, neutral, or evil?? There are also specific branches of those 3 groupings, and the D&D Alignment List happens to be a top-notch example to use for this, so I recommend making use of it and describing how your character acts, being in their particular alignment:
Lawful Good, "Crusader": A lawful good character acts as a good person is expected or required to act. They combine a commitment to appose evil with the discipline to fight relentlessly. They tell the truth, keeps their word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. An example of lawful good would be a paladin.
Lawful good is the best alignment you can be because it combines honour and compassion.
Neutral Good, "Benefactor": A neutral good character does the best that a good person can do. They are devoted to helping others. They work with kings and magistrates but do not feel beholden to them. If good cried out for help, they would abandon or go against their kings and lords if it needed be.
The common phrase for neutral good is "true good."
Neutral good is the best alignment you can be because it means doing what is good without bias toward or against order.
Chaotic Good, "Rebel": A chaotic good character acts as their own conscience directs them with little regard for what others expect of them. He/she makes their own way, but is kind and benevolent. They believe in goodness and right but have little use for laws and regulations. They hate it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.
Lawful Neutral, "Judge": A lawful neutral character acts as law, tradition, or a personal code directs them. Order and organization are paramount to them. They may believe in personal order and live by a code or standard, or they may believe in order for all and favour a strong, organized government. A monk who follows his discipline without being swayed by the demands of those in need nor by the temptations of evil, is lawful neutral.
The common phrase for lawful neutral is "true lawful."
Lawful neutral is the best alignment you can be because it means you are reliable and honourable without being a zealot.
True Neutral, "Undecided": A true neutral character does what seems to be a good idea. They don't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutrality is a lack of conviction or bias rather that a commitment to neutrality. Such a character thinks of good as better than evil. After all, they would rather have good neighbours and rulers than evil. Still, they are not personally committed to upholding good in any abstract or universal way. A wizard who devotes herself to her art and is bored by the semantics of moral debate, is true neutral.
Some true neutral characters, on the other hand, commit themselves to philosophically to true neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
The common phrase for true neutral is "neutral."
True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.
Chaotic Neutral, "Free Spirit": A chaotic neutral character follows their whims. They are an individualist first and last. They value their own liberty but don??t strive to protect others' freedom. They avoid authority, resent restrictions, and challenges traditions. The chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, they would have to be motivated by either good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A bard who wanders the land living by his wits, is chaotic neutral.
The common phrase for chaotic neutral is "true chaotic."
Remember that the chaotic neutral character may be unpredictable, but his behaviour is not totally random. He/she is not as likely to jump off a bridge as to cross it.
Chaotic neutral is the best alignment you can be because it represents true freedom both from society's restrictions and from a do-gooder's zeal.
Lawful Evil, "Dominator": A lawful evil villain methodically takes what he/she wants within the limits of his code of conduct without regard for whom it hurts. They care about tradition, loyalty, and order, but not about freedom, dignity, or life. They play by the rules, but without mercy or compassion. He/she is comfortable in a hierarchy and would like to rule, but is also willing to serve. They condemn others not according to their actions but according to race, religion, homeland, or social rank. They are loath to break laws or promises. This reluctance is partly because of their nature and partly because they depend on order to protect themselves from those who would oppose them on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings to do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. The scheming baron who expands his power and exploits his people is lawful evil.
Some lawful evil people and creatures are committed to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end to unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil is sometimes called "diabolical" because devils are the epitome of lawful evil.
Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.
Neutral Evil, "Malefactor": A neutral evil villain does whatever they can get away with. He/she is out for themself, pure and simple. They shed no tears for those they kill, whether for profit, sport, or convenience. They have no love of order and holds no illusion that following laws, traditions, or codes would make them any better or more noble. On the other hand, they don't have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what they want is neutral evil.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.
The common phrase for neutral evil is "true evil."
Neutral evil is the most dangerous alignment because it represents pure evil without honour and without variation.
Chaotic Evil, "Destroyer": A chaotic evil character does whatever his/her greed, hatred, and lust for destruction drives them to do. They are hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever he/she can get, they are ruthless and brutal. If they are committed to the spread of evil and chaos, they are even worse. Thankfully, their plans are haphazard, and any groups he/she joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he/she can thwart attempts to topple or assassinate him/her. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil.
Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil.
Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but of the order on which beauty and life depend
Universe of Origin: Where does your character come from? If he or she is a fancharacter of a certain universe, simply put what universe that would be. (ie. Sonic fancharacter belongs to Sonic Universe, Zelda fancharacter belongs to Zelda Universe, etc). If it?s your own universe, it?s your choice whether you want to expand on it a bit or just leave a name, depending on how significant it really is to your character?s history.
Place of Origin: Within every (or at least most) universes there are areas, and planets. Name the planet if you know for certain where they originate from, their country, and their city. Think of it as a birth address sort of listing, only partially from outer space postage. This isn?t necessarily where they currently live, only where they were born.
Place of Residence: This is the name of the place that your character currently resides in within the RP continuation, which isn?t necessarily their birthplace.
Occupation: Your character?s career. What do they do to earn their cash? Or heck, even their purpose or goal even if they don?t earn anything (high school student, for instance). If they don?t have a job, put unemployed or N/A. Then their economic status should obviously be low unless they are supported financially by someone, then you should not really consider the economic status then. On the other hand, high paying jobs (such as Doctors and the like) would expect your character to boast a High Economic Class.
Organization/Group/Team:If they are a part of any sort of organization, put the name there, describe the members (unless there are too many to count, then instead go for describing the levels and statuses in the organization that you listed and maybe the general amount of people in each level if applicable) and the purpose of the team as well as their true intentions.
Socioeconomic Status: Socioeconomic is actually a combination of Social and Economic Status, thus meaning your character can be something amongst the lines of ?High Class Yuppie? or ?Low Class Redneck.? Or even ?Middle-Low Class Blue Collar?. Class implies the amount of income they have and can range from Low, Middle Low, Low Middle, Middle, High Middle, and High regarding poorest to richest. The little specific name label after that implies their social class. Below is a list I?ve typed up with some general social classes I and most people are familiar with. There are probably some unmentioned ones but that?s up to you to find out.
Average Joe:Someone who is just like everyone else; a normal person. 'Average' means 'in the middle' or 'not extreme', and 'Joe' is a common male name. So 'average Joe' refers to a man who is not extremely different from everyone else.
Punk: Person with an extreme, individualized style - mostly attempts to be unique from others. Examples are these are characters with weird hairdos (Mohawks, etc) compared with the norm hairstyle of their species or age group, or characters that partake in an uncommon fashion style. Many kinds of punks also have a taste for hardcore rock music, and some like to partake in skating.
Vigilante/Rebel: An individual that believes in good but does not mind breaking laws or going against the authorities to stand up for others. They are generally good guys that fight the bad to a more extreme, reckless extent, as they'd do things like motorcycle theft or car-hijacking to escape from a horde of police. Vigilantes take things to more violent and reckless extreme than Rebels.
Prep: Classified because the people in that social class go to a Preparatory school, but it doesn't have to be so. They are very image-conscious people, and tend to worry more about style and fashions and if they look all proper. They also tend to reject other people's styles and interact only within their own social class, being popular and the seemingly 'upper class'.
Goth: People that tend to act 'darker' due to their style and makeup (which consists of usual black or some brighter-than-usual color and some eyeshadow) and their choice of music (Heavier forms of Metal like Black or Death). They think outside of the box and pay no heed to people like Preps, as they are generally open-minded but sometimes have a hating attitude towards others. They are frequently mistaken with 'emo'.
Emo: Angsty-acting, emotional, group of people that tends to sometimes associate themselves mixed with the Punk group, and frequently mistaken for 'goths'. They have self-suicidal feelings to themselves and blame themselves for everything. Wrist-slitting might be included in their repertoire of hobbies if they're not taking anti-depressants.
Nerd: Intelligent individuals that tend to get really involved and caught up with subjects like mathematics and science and enjoy them, or be very skilled at using technology and computers. Their social or physical skills might be poorer and people that dislike them are envious and angry at their intellect.
Geek: Used to apply to computer-intellectuals (just classify that character as a nerd), now they seem to apply more, as an insulting term to not-so-athletic people obsessed with a certain thing, like a video-games series, comic books, etc. They spend alot of time on their favorite hobbies, often being obsessive-compulsive about them.
Dork: Someone who has odd interests, and is often weird or silly at times. A dork is also someone who can be themselves and not care what anyone thinks.
Jock: Rude, arrogant people that excel at sports. They tend to be less-than-intelligent and hang out with more popular people, and their social skills are actually okay. If your character excels at sports, but do not have the negative qualities of a jock, then consider them an 'Athlete' instead (Though athletes might have some arrogance).
Poser: People that simply don't act as themselves and pretend to be another. They go after other people's styles and try to fit into a certain social group by changing their own. Example: A nerd might try to turn into a punk and talk like one, think like one, but people still might distinguish him as a nerd, but more-so as a poser.
Yuppie: Derived from the term "Young Urban Professional". They are a group of young, wealthy people that succeed in buisness. Most often they are arrogant and they like to brag in ways that make other social groups angry at them because of them being able to afford luxuries and expensive crap that most other people can't. They will also look down on lower-class people.
Red-Neck: A lower-class person with limited intelligence. They have no sense of sophistication and tend to disagree with alot of people's viewpoints by being close-minded. They look at things in black and white terms, have a poor taste in clothing style, and like outdoor activities. (Some have those southern hillbilly accents)
Blue-Collar: Middle-Upper class working people that spend their time in the office wearing their white shirts. They always wear clean outfits. They have strong honor, self-reliant traits, and work ethics, and they're the people that ultimately keep the world running. They are far more open-minded than red-necks.
Loner: Pretty self-explanatory - People who prefer isolation over social gatherings. They are usually either introverted and prefer to reflect upon things or do things on their own, otherwise they have poor social skills and cannot easily get along with others.
Hippie: One who embraces life to the fullest. Promotes peace, love and happiness, but sure as hell sticks up for what they believe in. They also have a liking to nature.
Reputations: This is where you describe your character?s publicity and reputation around the eyes of the others, generally speaking, the common people that have less significance to you.
This does not reflect the true nature of your character. This is actually moreso a field to fill out possible gossip, impressions and false details about your character that other people may have come up with. (for example: if your character looks like some sort of dangerous monster, people may think that about him and you put that there, but then you mention how he?s actually quite harmless, etc) Then you justify your character (or do the opposite) by explaining why they are known for that in particular, and what they REALLY do rather than what they are known for.
== II. Physical Information==In this area you gather all the technical physical mishmash of your character; The numbers, the dates, very solid non-biased descriptions of their physical status and ownership of their clothes, tools, and gadgetry, etcetera. This section can sometimes be a little confusing and time consuming, even, but once you get it down you?ll be satisfied that you?ve gone through such a statistical exemplification of the bio filling out. Fan characters will especially have to pay attention to the statistics according to their own species and universe and make sure that it fits into the general ebb and flow of it all. Original Characters just simply have to make sure the statistics properly represent the original species adequately. For robots and cyborgs, mechanical components will have to be detailed in Physical appearance (such as a titanium chrome shell, mono rotary engine, and an RGB input module etc) and body structure (CPU technical mishmash, their system inner workings, AI if they have any, and OS etc).
Height: Simply put, how tall is your character? Be certain that the height you included does not detract way too oddly from the rest of the species of your race unless that character has odd growth mutations or is supposed to be like this due to their age. Otherwise try to stick to simple common sense and try to proportion height and weight ratio aspects a bit regarding their body structure and age. Also consider another factor that is generally used in most universes ? Males are larger and taller in average height, Females are generally slightly smaller than the average height of males. (Of course, unless your species is some exception where females are all huge and males are teeny, as seen in an ant or bee colony) The young and some elderly tend to lean towards a smaller height, and the older teenagers and adult group tend to lean towards a taller height.
Weight: How heavy is your character? Like the Height, make sure it doesn?t go out too oddly from the species unless your character is just morbidly obese/anorexic. There actually may be some interesting and unique aspects to apply to weight, such as an aspect like dry weight and wet weight depending on mass absorption from liquids like water and how it can inflict them physically if it so much happens because it might change their physical stature a lot. Both Height and Weight are variable statistics so you do not have to worry about accuracy most of the time unless it was constricted to a particular universe and you were making a fan character. Weight happens to be a lot more adjustable and can vary way more than height because there can be 4 ft tall Sonic fan characters that could be around 30 lbs or even 200 lbs.
Current Age: Your character?s current age regarding RP continuation. If your character has an uncertain age, you may describe how old they appear to be. (Such as being 3 years old in actuality when they look about 20)
Birth Date: Their date of birth. Just enlist the month and date, but not the year because everyone?s characters can have a load of different time frames from which they were born, which can lead to age and time conflicts when met up with other people?s characters. For a little extra step in originality, you can look up Star Signs in astrology and read the signs? symbols and check which sign?s personality description suits your character the best and choose a date within that range, if you cannot decide. If you like, add that Star sign in as well to show you?ve done it.
Physical Appearance: Your character?s physical appearance is pretty much describing their visible natural features that they were born with. (which does not include accessories and clothing articles. You describe all that below in attire and gear) Here you describe their hairstyle, fur or skin color, scars or markings, what shape their nose is, what their tail looks like, how many spikes, and details such as that.
Body Structure:This describes stuff that physical appearance does not cover. Perhaps your character appears to be muscular due to his large bulk, but all that is actually flabs of fat and your character is actually a fatty and not a person that regularly trains. This is where you describe it, as well as special or odd features your character?s physical structure may have (like a poison sting) and how their general body framework goes by. How strong or athletic they are in actuality, or how skinny and frail they are despite how they look, and so forth.
Attire: The clothes your character wears. All this should not be included in physical appearance nor body structure. For the fan characters, be certain that the clothes you chose fit the universe your fan character is in at least some way or another, otherwise he or she would stand out like a sore thumb which tends to be a little too out of this world, and when those limits are pressed, there? s a line between utter uniqueness and pushing the originality by making him or her too original (imagine an astronaut alien fancharacter for a stone age setting universe, etc )
Gear and Accessories: The special stuff your character carries. It can range from revolvers and rifles to MP3 headphones to cameras to cellphones. Pretty much, like attire, make sure the stuff he or she carries suits the universe and time frame. It can be both useless junk or useful weaponry.
Vehicles: Does your character drive anything? Ride anything? Use anything to get themselves to the shopping mall conveniently? Consider age restrictions. Obviously, characters under a certain age limit normally should not be permitted to drive unless they have some sort of special exception. If your character is slow and lazy, a vehicle may actually be an ideal option for your character to have and move around with. It can range from motorbikes to hover cars to Rollerblades.
== III. Mental Information ==Your Character's Mental info will practically revolve on a global scale around Role playing interactions, thus it is also a vital component to pay close attention to and to fill in many details on how they work out regarding their social interactions with other characters on the RPing field. Although perhaps it may include less technicalities as section 2, this perhaps requires just as much thinking by putting yourself in your character's shoes and wondering how they would react in a certain situation to this or that. You also need to make sure their likes, dislikes, hobbies, and personality do not clash, for a fun-loving monkey that dislikes toys and games and thinks of math in his spare time while being depressed 24/7 does not particularly work out.
Intelligence: This is an in depth description your character's cognizant style of thinking, learning, and obtaining new information. It generally falls under 3 main categories but they can branch off to be more specific and include other types of terms that involve learning methods. They would be Auditory (learning by listening to instructions/directions), Visual (learning through the usage of imagery and graphics), and Kinesthetic (learning by physically moving around objects and getting a feel of them).The inclusion of IQ is entirely optional and not required, because IQ is an accurate measurement only in logical, vocabulary, and a bunch of nitty gritty random common sense mixed with advanced thinking and calculations - thus it proves to be a somewhat inaccurate measurement of someone's true intellectual capability.
Personality: Personality, is arguably one of the most important aspects of your character. It makes your character have individual soul and spirit and it makes them seem alive when you pick up the puppet strings and play as them skillfully and thoroughly. Ideally, a believable, realistic, personality is the best thing to have that revolves at least somewhat around species, age, and the like -- and with each detail that you add upon it, is one more unique aspect to keep them separated from a common cliche that will seem drab, overused, and dull.
Hobbies and Interests: Your character's personality can reflect hobbies and interests, likes and dislikes, quite easily and plainly. Or the vice versa if you choose to fill out this field beforehand. If your character is all serious business and likes to deal with logic, he will probably end up having inventing, arithmetic, thinking, debating, and anything of the like inserted into Hobbies and Interests, maybe even ending up disliking something abstract like artistic concepts or music. Once again, it all depends on what you decide for the previous field.
Likes: See above
Dislikes: See above
== IV. Combat Ability ==Combat ability is the physical basis and mental skills that represent your character's ability in the battlefield -- if they possess a certain fighting style towards a real martial art, or just unleash a storm of random fists on the opponent without a second thought. Or perhaps they are better off NOT being tested with their close combat skills, and would rather fight with magic and sorcery. All this is described down here.
Physical Advantages: This is the field where you describe your character in the physical area they are good with combat, how their body structure and oddities may actually come to a use in various types of battlefields. For example - Monkeys are thin and agile, flexible, have fingers on feet, thus they can easily maneuver upon battlefields with some degree of vertical levels and heightened environment aspects like trees and bars to assist their bodily versatilities and sneaky attacks. Tigers have raw power, decent coordination and endurance to rely on, and work best in horizontal, straightforward environments where they can put their powerful leaps and strength to use on opponents.
Mental Advantages (in combat): Here is where brainpower is put to work during the fights -- are your characters extremely strategic during fights or would they rather straight on attack the foe without a second thought? Do they plan their attacks? Do they use magic and psychic rather than fist bashing and weapon clashing? Here's where you list those extraordinary mental feats your character can achieve during combat. For example - an elephant, generally having excellent memory, can retain the environmental aspects of the battlefield better than the average animal, and can try to put that to use better by having the accurate spatial judgment and object/height usage to use to his advantage to plan strategic attacks.
Physical Disadvantages: Obviously the opposite of Physical Advantages, this is where weaknesses in their strengths can be enlisted, where things can go wrong with your character's skinny bulk or your character's fat flab. For example - Due to a hippo's horrible maneuverability on land compared to the river, it has a tendency to be slower in reaction to hits, etc. Or due to the monkey's concentration on bouncing around, agility, or tricking the opponent, it is weak when caught and goes down easily.
Mental Disadvantages (in combat): Now the opposite of Mental Advantages, again obviously, this is where your character may be lacking in the mental strength enlisted. Perhaps if they try to think of ideas and strategies during a very tight situation, they have trouble doing so because of pressure and as a result, cannot comply with thinking of anything. Or maybe they cannot use psychic or magic in other certain situations. For example - the Tiger, who focuses more on getting his opponent and using his power to destroy him, will probably not think of the tricks that the foe may come up with and could be outsmarted in that way.
Weaponry: The tools your characters may use to assist them in combat to beat down the foe. It can range from revolvers, rifles, knives, daggers, bombs, staffs, wands, flails, maces, bow and arrow, portable cannons, brass knuckles, clubs, slingshots laser guns etc. Unorthodox weapons, like wooden planks or random objects picked off the street works here too.
Abilities: Your character's movement style, their knowledge of the martial art they retain, some of the fighting techniques they use.. all goes here. Or maybe their type of magic, their knowledge of the psychic practice they have, some of the supernatural techniques. When enlisting moves, describe the move to the fullest extent of what your character does to their opponent(s) and the result of that, the time frame, distance aspect ratio. For example.. - Spinning kick [Phsyical Attack] - Mr Bawblaw instantaneously spins once in a 360 fashion when countering the opponent's punch, lifting his leg readily giving firm contact to his opponent's facial area with his foot, which should send the opponent going backwards a good 2 meters - Gunfire Rain [Weapon Attack]- Bullet, after gaining enough momentum, height and ground, leaps over the opponent in a full arc while firing the rest of his ammo in aim of his head. At the end of the arc-incline, he immediately rolls forward and recovers his ground stability balance, then regains attention back to the opponent. -Psybeam Overload [Mental Attack] - Yin focuses all her psychic strength onto the opponent's brain for the sake of compressing their thoughts and overwhelming them so they will ridiculed with confusion for a good few seconds.
Energy Sources: Does your character rely on anything to keep them going in battle? Or perhaps to assist them greater during combat? If so, list the object and describe how it affects your characters abilities if they do and don't have it with them. FYI - Aqua rings - They keep Cornelius' hydrodynamic capacities in check and his internal pressure gaged and balanced when he submerges to deep levels underwater, as well as increase his strength. Without them, he cannot retain large amounts of fluids or go deeper underwater than he usually does.
Transformations: Can your character change their form into anything in particular after coming in contact with an energy source? Or maybe on their own?. Do they have an alternative ego that they may involuntarily fluctuate to? Anything of this is listed here. Be sure to describe the differences of the transformation - ability wise, personality wise, appearence wise, and anything else. For example - Oracle's tendency to have an artificial set of overwhelming good morals is an instability - leading to his dark, vicious personality, Arcane, whom craves destruction and malice.
== V. History==Your character's past, basically. What kind of people influenced them? How was their upbringing like with the people they've spent time with and socialized with? This is a another very personal aspect regarding your character, especially in personality/ability aspects - but it's not a very difficult part to fill out if you once again put yourself in the shoes of your character. Many points and explanations of your character is especially brought up in their background info, and that is perhaps one of the most time consuming bits.
Family: The people that your character relates to and has genetic ties to - Fathers, mothers, brothers, uncles, neices. For example - Duke has a mother named Leah Archer, a father named Quake Bradbury. You can also feel free to describe them a bit and their impact they've had for your character's life. -- Leah is closer to Duke than his father, Quake, mainly because she is more open-minded to his hobbies and likes, etc.
Friends: The people that your character frequently hang out with, chat with, socialize with, support and is supported by. Feel free to specify whether those people are close, lifelong friends, business acquaintances, or just friends that they can just get by with for a quick update chat downtown or hangout. They can easily be your own character or another person's character. Like Sonic being best buds with Tails.
Enemies: The people your character has had friction with, the people your character disdain and prefer to stay away from, and likewise for them. Both characters have to hate each other or dislike each other considerably to be enemies and have uncomfortable clashes. Feel free to enlist reasons of why they happen to be enemies, like differing viewpoints on a subject, or annoyances with each other, or simply enemies in combat due to family issues.
Rivals: The people your character may or may not like, can secretly admire, sort of like a friendly opponent or competitor, if you will. It could easily be any sort of rival, from family, to athletics, to spy missions, to business, etc. Sonic is rivals with Shadow, for example, because their speeds can be evenly matched.
Background Story: Another key component to your character's upbringing, lots of attention and time would have to be paid to this in order for it to match up nicely with your character's ability, personality, likes, dislikes, and even appearance. This can verily be considered a hard or easy part to come up with for your character, depending on which fields you've had more trouble with. Make sure all plot holes are covered up, make sure every detail above is explained here, because this is the place where it explains why your character comes to be how they are now.
== VI. Concept Information==Was your character inspired by something? Did you admire someone else's idea of having a cool characteristic for their character like a neat personality aspect?-- or maybe a certain concept sparked your interest and let you come up with your character, like having a gravity-time shifting ghost that has possession of a kid? Or perhaps you just needed a character to fill up a role, like a good scientist that helps your character in their tasks with his intellect and cunning. Whatever that may be, you put all this here.
Intended Role: How does your character fit in for you? Is he or she your persona character that represents you? Or maybe that character was made for the purpose so you could be like that character sometime in the future? Or maybe you just enjoy the concept of that character for that intended role according to an archetype? For example -- Airlight is my persona, and represents the stronger aspects personality and ability-wise that make who I am, as well as many of my likes, dislikes, hobbies.
Significant Meanings: Does your character have any significance to you? Is there a deep, twisted, complicated meaning behind that one character you've come up with below the surface? For example, Sperdo's character Gre has the significance and ideas of having a sad, tragic, lone demeanor in the end of his life with the tied concept of lost love and escape embedded inside it. Or maybe there's personality aspects or ability aspects in that character that moreso adequately represents you, whatever works.
Incorporated Concepts: What are some of the concepts used when describing their significance and their hidden meaning? For example - the Quantum and Dimension shifting streak, and the concept of String Theory is a term that Chemb0t's character Dack Tenku uses for his character with his ability to change his appearance according to the universe he decides to shift to. Anything goes here, from scientific concepts, or magical, philosophical terms that may suit behind your character's significance overall.
Inspirations: Characters, ideas, movies, books, and series that your character may be inspired by from creation. Maybe their career, appearence, personality, was inspired from a decent outer source to you, whatever that may be. For example - Rad the hedgehog's appearance was inspired by Sonic, but his abilities were inspired by the extents of what God can pretty much do, as well as godmodders and n00b characters from elsewhere (XD) or Delta's outfit was inspired by the Star War series' Jedi.
Trivia/Miscellaneous Information: Other stuff that you may want to put about your character that simply couldn't fit in any other categories being unorthodox as this info is, like how long they've been created for, or bad habits they may possess that may or may not have significance to the rest of their info. Like -- When Airlight is outside, he sometimes swats bugs aside with his tail so they don't bite him. etc.