Writing Character Biographies
Contents
Introduction
The most basic requirement for anyone wishing to participate in a role playing game is a character. Yet a character needs to be defined so other players can interact with you. Whilst you may "know" what you wish to portray, interaction for other people with your character is vastly improved if they have a point of reference from which to review what your character is like. Even after many months of playing with a group of players, it is still a great tool for others to use when interacting with you. We can't always remember everything about everyone. For this reason, character biographies are perhaps the most important element of a role playing game. This simple piece of material defines just who and what you are, and it provides other players with a means to interact with you. The better your biography, the more you aid other players.
This guide is designed as a tool to give some information on how you can create a good character biography. You may use this information in any way you choose to develop your own unique character, but please keep in mind that the other players in the RPG must also be able to clearly identify with your character, and the more flexible or "loose" you create it to begin with, the easier it will be for the others to involve you in plots and missions. You must also be aware that there are some limitations on what you can be. Whilst you can be almost anything you wish, it has to be realistic. In the following sections this document will provide you with tips and ideas on creating a basic biography, areas which may be of particular concern in terms of realism will be identified and explained.
You are encouraged to update your bio as often as you like, as your character gains rank and increases in experience. Remember your biography is as fluid as your life.
Species
The species you chose will have a profound effect on every aspect of your character, your name, your social skills, your behaviour, etc. It's best to choose one you are familiar with, rather than a species you have seen once in the show and kind of liked. The easiest species to play is understandably a human. But many players go with other more popular species such as Betazoids, Vulcans, Klingons, and Bajoran. We do allow some more exotic species, such as ex Borg, Cardassians, and Romulans, but you have to have a believable reason in your biography explaining why that particular species has been able to entered starfleet. There are however some species or "beings" that we do not allow. Q, Androids, Changelings and other such powerful or unique species are rarely if ever allowed. Only very experienced players are generally allowed to even consider such a role, and most simply do not attempt them because their existence would be unbelievable. Such species also give rise to the biggest problem a role playing game can encounter, the "superhero syndrome". Even Betazoids can lead to this, so be wary about how you portray your chosen species. But, if you feel you have a genuinely unique explanation that would allow you to play such a character, then give it a try. What's the worst thing that can happen? Your instructor will advise you to re-write your biography. It's worth a go if you really have a desire to portray that particular species.
One popular character people tend to pick is a cross-breed. These characters can often be very interesting to play, and offer a variety of unique experience. But you need to keep the following points in mind: Is it likely or possible that your characters parents would mate to produce you? The Bajoran occupation only ended 2369, it would be unusual to have a 20 year old Klingon/Bajoran without a good explanation detailing how this happened. Will this multi heritage give you abilities that could be considered superhuman, and lead to a problem with superhero syndrome? Would your multi heritage give you the ability to do unexpected things? It's no fun role playing if one player hogs all the action with one character who can accomplish everything, when 3 could have accomplished the same task, and allowed interaction and development. Deanna Troi is a fine example of a multi heritage individual, Human and Betazoid. Her empathic ability is not as powerful as her mothers, her human genetic structure has hindered it. Remember, a multi heritage can have a negative as well as a positive effect on you. Can you keep up with all these heritages? Many people have attempted characters with mixed heritage, and have had difficulty portraying them accurately. If you are unable to portray your character, it makes things much more complicated for others to do so. It can even result in players not interacting with you. One of the easiest methods to pick a species is to review the manifest of the simulation you're most interested in joining. See if they have a shortage of one species, or too many of another. If they have no Vulcans, you may consider this. But you must be comfortable with your choice. Another point of consideration is the special talents of some species, such as the Betazoids mind-reading, Klingon strength, or Vulcan intelligence. Over use of such abilities, or performing tasks with those abilities that are unrealistic not only hampers other players ability to get involved with your character, but can easily create a superhero style situation which is very undesirable. It is often more enjoyable to deal with the lack of skills your character has than to mis-use those you do. Detailed guidance on choosing your species, half-breeds and such is provided in the Permitted Species List.
Name
A suitable name is vital. Would a Vulcan female be called Jill Smithers? Is a Human likely to be known as Kelvon of the House Delven. A name is influenced by various factors you decided upon, the culture, the gender, and of course the species, plus various other factors. It's possible an orphan Vulcan raise by humans may exist, and could be called Jill Smithers, but you need to explain how this unusual event occurred in your biography, or the issue of realism will be compromised.
You will find, unless you have a specific name already, this can prove to be quite a hard choice to make. You will be stuck with the name for the duration of the characters existence, so don't rush. One of the easiest ways to pick a human name is by picking up a phone book and flipping to random pages, or perhaps you have a name that you wish you had been given when you were born. Maybe you want to use your own name or a friend's name.
If you need a more exotic name, another method of use is the "backwards technique". Quite simply the "backwards" technique is just a reversed word. Say I have an alien character that I want to name. I choose an ordinary name like Phillip, and write it backwards Pillihp. Of course this seems difficult to pronounce, so for more realism I can edit it to be Pillih, or Illip. You don't even have to use names. My character's name could just as easily be derived from the word "Canyon". In this way I would end up with Noynac, or Nonac. The options are endless. But be sure to try a few, and remember to consider the realism of the name when considering your characters overall history and character.
Age and Gender
The age of your character depends on a few factors. The species you decided to play and the type of training you undertake.
Not all species mature at the same age. Not all species live for 200 years as normal. Such factors have to be taken into consideration if you play a non human character. On the whole you can pretty much assume that most species follow a similar system to humans, aka mature enough to apply for the academy at 16 onwards. However be aware that's this is not always the case.
It is possible for a human to join at the age of 16 after leaving required education (assuming schools and higher education facilities operate on similar principles as today's do). Normal Academy training takes 6 months to complete, meaning under normal circumstance an enlisted officer joining at 16 can graduate at 17. A 6 month enlisted cruise must then be taken so the new enlisted officer can put his/her training into practise under supervision. After 6 months the progress of the enlisted officer is reviewed, and if approved by the enlisted officers' superior, the enlisted officer will be appointed to a permanent position within Starfleet. Of course some characters may be much older, or even younger, depending on the particular species you wish to play and the particular situation of your character. For example, you may be a Vulcan, who at 80 years of age and decided to take on a new challenge.
Training - Officers
No higher education is needed to join as an officer. Provided the applicant completes the induction tests required to join, the trainee will be taught all they need to know at the Academy. It should be noted that the induction testing ensures that only individuals with the capacity to be taught the complicated teachings of an officer are accepted. So whilst formal education is not needed, the capacity to learn and understand is. It is possible for a human to join at the age of 16 after leaving required education (assuming schools and higher education facilities operate on similar principals as today's do). Normal Academy training takes 4 years to complete, slightly longer for diplomatic with JAG training, and longer still for medical training (however such details will be provided by your instructor), meaning under normal circumstance an officer joining at 16 will graduate at 20. A year cadet cruise must then be taken so the new officer can put their training to practise under the correct supervision. After a year, if the officers' superior approves of the new officers progress the officer can now be appointed to a permanent position within Starfleet.
Training - Enlisted Personnel
No higher education is needed to join as an enlisted officer. Provided the applicant has no criminal record, and can complete an induction test the individual may join as an enlisted officer. The trainee will be taught the basics that they need to know at the Academy, learning the majority of their expertise in the field from more experienced enlisted personnel.
It is not considered necessary to include an exact date of both in you biography, but be sure to take into account the relevant information above for you. The simplest method to calculate the year you where born is to just subtract your age from the "current date". You are strongly advised not to use stardates in your biography. They can be difficult to calculate, and no one can say what date it is without having to do some mathematics.
Detailed guidance on age and the standard career paths through Starfleet Academy is provided in the Age, Education and Service Record article.
Gender
Another choice that must be made is the gender of your character. It is relatively easy to sim your own gender, but role playing is about creating challenges to explore. Many players find it interesting to experience playing the opposite gender, allowing you to see a more unique view. This is purely a personal preference, and you should consider what you would find more comfortable to play.
Physical Descriptions
Physique/Build/Frame: Are you large, small, or medium in stature? If you're very muscular you will have a large build for example. But equally, you could be quite short, yet in relation to your height, have a large build, and be very strong. But you could also be quite tall and not very strong, or very large in frame.
Eye Colour: Eye colour is pretty much open as long as it's not "too" exotic (no "chameleon eyes" such as changing colour!), but consider your species as well. For example, Betazoids have entirely black eyes, with no coloured iris or pupil. Hair Colour: Most species have a variety of hair colours, but some are restricted in their choice. Vulcans, Romulans (and any sub-groups such as Rigelian) most often have black hair (grey as they age), while Bolian, Ferengi, and Deltans have no hair at all. Review your species of choice, and see what is the norm for them. Skin Tone: Determined by your choice of Species. Most have a range between pale white todark tan. Bolians, and Andorians have blue skin, and others such as Gorn are green skinned. Scars/Marks: Is there anything which would "mark you" or identify you? Such as a tattoo or an old scar not fully healed by regenerators? You could also included "racial" features - such as the Ferengi, Vulcan and Romulan ears, Klingon ridges, Trill spots etc... Height and Weight
People come in many heights and weights. A standard chart can be found on the Academy site which will give you a rough idea of what is considered the standard high to weight ratios. But please remember this fact, the Academy expect a certain degree of fitness. You should be towards the upper end of your weight classification since muscle weighs more that fat. Just keep these factors in mind when considering these values.
Be aware that no height restrictions exist in Starfleet for any role. Many new players confuse what occurs today with what happens in the show, a good example of this is a fighter pilot. Today many air forces have a height restriction, upper and lower values. This is simply because they need pilots that can fit into the very expensive ejector seats installed in aircraft. It would cost considerably more to make such seating available in a variety of size to accommodate smaller or taller people. So they simply do not. Starfleet is not hampered by such economics problems. Replicators mean that a seat can be created to fit the individual.
Standard ratios for human height:weight and conversion methods are provided here.
Personality and Traits
Whilst is all well and good having your species, physical description and a bit about your history, there is always an opening to add something extra to help bring your character to life for you and others. Specific additions can be included that give another reader a more clear idea about your character; you could include details about hobbies you have, special skills, or your likes and dislikes. Just be wary of over doing this. Hear are a few examples of what you could include:
Strengths/Talents: We can't all have special abilities, but we are all have areas we are particularly strong in. This could be work related, such as quantum physics, or anything. You could be a particularly good chess player, or violinist. Limitations/Weaknesses: What areas affect your performance? Is there a specific species that you hate, and find it hard to be friendly with? Do you have any phobias?
Likes: What things does your character like? A particular food or style of music? Dislikes: What do you really hate? Is there an annoying habit that others have that just bugs you? Or a food or drink you just can't stomach?
Quirks: Is there anything that's very noticeable about you? You always get out of bed on the left, you can't sleep on the port side of a starship? You always follow a strict regime of making your bed, going to the gym having a shower, then breakfast before doing anything else, ever day regardless.
Hobbies/Interests: What do you enjoy going regularly that helps you relax and give you enjoyment? Walking or reading for example. What particularly about this do you enjoy? Is there a specific book? Or trail you love, etc. Ambitions: In 20 years what would you like to have accomplished? Do you want a family? Command of your own starship? Be a more proficient scientist/doctor?
History
Events that detail your characters life before the present help create a persona that you and others will find helpful in role playing. This is basically events from your past that have helped shape your current character. Past romances, information about your parents and your upbringing, did you do something particularly of note that shaped your beliefs? Did something happen to you that shaped your beliefs? Or made you resent a species etc? Are there events at the academy that where of special note?
A single line for your history is often frowned upon. Players have in the past suddenly had characters develop amazing abilities, and attempted to claim that they didn't write that in there biography so it would be a surprise to the crew, or something equally similar. This is a major issue in terms of superhero syndrome. It can seriously disrupt the game, and it's never fun having one player trying to overshadow everyone else. As such a very limited history is not appropriate.
This is more important when we consider the Trill symbiont. Players who create a Trill who is a host for a symbiont need to also include all the relevant history for any past hosts, if there where any. Remember a host takes on some characteristics of past hosts, and has memories etc of those people. You do not need to be as detailed, but a list of the ages each host died, gender, occupation and anything that could prove important in your own characters development should be included.Examples of what not to do:
- You were found abandoned without any information about who you were.
- You were found abandoned with no clue who you were, but with indications that you might have a unique origin.
- Strange events indicating you are not who you seem to be.
- You were raised by wolves
- You were raised by Q.
- You were assimilated by the Borg, escaped, and now want to join Starfleet.
- One of the biggest "must not do's" is using existing major characters in the show, or even sub-characters. Having one or more as your parent, relative, partner, or good friend is not really acceptable; it conflicts with the series, and is another form of superhero syndrome. It adds an element of extravagance to your character which is unrealistic.