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premade-characters
Schema and rules for creating premade characters
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Schema and rules for creating premade characters
Instalar con Codex o Claude Copia este prompt, pégalo en Codex, Claude u otro asistente, y deja que revise la página de la skill y la instale por ti.
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| name | premade-characters |
| description | Schema and rules for creating premade characters |
| context | fork |
| agent | premade-characters |
Edit tabs/premade-characters.json.
Premade characters are ready-to-play character options shown during character creation. They give players a curated on-ramp into the world — attributes, traits, and backstory pre-filled — versus rolling their own from scratch.
Unlike every other tab, premadeCharacters is a JSON array (not a keyed object), because display order matters in character creation.
| Field | Requirement |
|---|---|
name | Character name — also serves as the identifier |
gender | Character gender (normalized to "male", "female", or "non-binary") |
description | The character's full background. Shown in the selection UI and sent verbatim to the story AI as the character's Background: every turn |
traits | Trait names from tabs/traits.json. Traits are how you shape the character's stats — attribute modifiers, skills, resource maxes, abilities, and starting items all come through traits |
portraitUrl | Image URL for the character portrait. Always provide — avoids the cost and latency of a portrait generation on first play |
| Field | When to Include |
|---|---|
replacesNpc | Name of an NPC in tabs/npcs.json — when this premade is selected, that NPC is removed from the world |
backstory — redundant with description. Everything goes in description. See "Why only description" below.attributes — shape the character through traits instead. Trait attributes modifiers stack on top of the world's default baseline, so a well-designed trait set gives the same result without hard-coding numbers that can drift from world settings.Use replacesNpc when a premade character is one of the world's existing NPCs — so selecting "Lyra the Ranger" removes the Lyra NPC from the world rather than leaving two copies of her running around.
tabs/npcs.json (the object key, which by convention matches the NPC's name).replacesNpc is silently ignored.Only set replacesNpc for premades that are canonically the same character as the NPC. Don't use it to hide thematically similar NPCs.
descriptionbackstory exists in the schema but adds nothing description can't already do:
description to the player.Background:: uses description when backstory is absent.description.If you set both, backstory overrides description in the Background: slot — but since description is required anyway, the only reason to split is if you want the UI blurb and the AI background text to be literally different strings. Don't. Put everything in description and skip backstory.
Write in third person. Any length. This is both the selection-UI text AND the character's ongoing Background: in story generation, so it needs to give the story AI enough grounding for how the character speaks, thinks, and fits the world. Lead with a hook (the first sentence or two is what sells the character in the selection list), then expand into history, motivation, and voice.
interface PremadeCharacter {
name: string // Character name + identifier
gender: string // Normalized to "male" | "female" | "non-binary"
description: string // Full background — shown in selection UI and sent to story AI as Background:
attributes?: Record<string, number> // See "Never Include" — shape via traits instead
traits?: string[] // Trait names from tabs/traits.json
backstory?: string // See "Never Include" — redundant with description
portraitUrl?: string // Image URL; player generates if absent
replacesNpc?: string // NPC name from tabs/npcs.json
}
For detailed documentation, see premade-characters-reference.md.