- Does your character have siblings or family members in their age group? Which one are they closest with?
- What is/was your character’s relationship with their mother like?
- What is/was your character’s relationship with their father like?
- Has your character ever witnessed something that fundamentally changed them? If so, does anyone else know?
- On an average day, what can be found in your character’s pockets?
- Does your character have recurring themes in their dreams?
- Does your character have recurring themes in their nightmares?
- Has your character ever fired a gun? If so, what was their first target?
- Is your character’s current socioeconomic status different than it was when they were growing up?
- Does your character feel more comfortable with more clothing, or with less clothing?
- In what situation was your character the most afraid they’ve ever been?
- In what situation was your character the most calm they’ve ever been?
- Is your character bothered by the sight of blood? If so, in what way?
- Does your character remember names or faces easier?
- Is your character preoccupied with money or material possession? Why or why not?
- Which does your character idealize most: happiness or success?
- What was your character’s favorite toy as a child?
- Is your character more likely to admire wisdom, or ambition in others?
- What is your character’s biggest relationship flaw? Has this flaw destroyed relationships for them before?
- In what ways does your character compare themselves to others? Do they do this for the sake of self-validation, or self-criticism?
- If something tragic or negative happens to your character, do they believe they may have caused or deserved it, or are they quick to blame others?
- What does your character like in other people?
- What does your character dislike in other people?
- How quick is your character to trust someone else?
- How quick is your character to suspect someone else? Does this change if they are close with that person?
- How does your character behave around children?
- How does your character normally deal with confrontation?
- How quick or slow is your character to resort to physical violence in a confrontation?
- What did your character dream of being or doing as a child? Did that dream come true?
- What does your character find repulsive or disgusting?
- Describe a scenario in which your character feels most comfortable.
- Describe a scenario in which your character feels most uncomfortable.
- In the face of criticism, is your character defensive, self-deprecating, or willing to improve?
- Is your character more likely to keep trying a solution/method that didn’t work the first time, or immediately move on to a different solution/method?
- How does your character behave around people they like?
- How does your character behave around people they dislike?
- Is your character more concerned with defending their honor, or protecting their status?
- Is your character more likely to remove a problem/threat, or remove themselves from a problem/threat?
- Has your character ever been bitten by an animal? How were they affected (or unaffected)?
- How does your character treat people in service jobs?
- Does your character feel that they deserve to have what they want, whether it be material or abstract, or do they feel they must earn it first?
- Has your character ever had a parental figure who was not related to them?
- Has your character ever had a dependent figure who was not related to them?
- How easy or difficult is it for your character to say “I love you?” Can they say it without meaning it?
- What does your character believe will happen to them after they die? Does this belief scare them?
Tag: Writing
Helpful things for action writers to remember
- Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
- Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
- Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
- Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
- Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
- ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy – meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
- Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
- Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
- A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
- If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
- ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
- If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
- People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
How to apply Writing techniques for action scenes:
– Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap.
– Same thing with words – short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere.
– Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts.
– Go back and cut out as many adverbs as possible.
– No seriously, if there’s ever a time to use the strongest verbs in your vocabulary – Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze – it’s now.
– Don’t forget your other senses. People might not even be sure what they saw during a fight, but they always know how they felt.
– Taste: Dry mouth, salt from sweat, copper tang from blood, etc
– Smell: OP nailed it
– Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain.
– Pain will stay with a character. Even if it’s minor.
– Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack.
– If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too.
– Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate – no theories or what ifs.
If writing a strategist, who needs to think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction.
(Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.
More for martial arts or hand-to-hand in general
What a character’s wearing will affect how they fight. The more restricting the clothes, the harder it will be. If they’re wearing a skirt that is loose enough to fight in, modesty will be lost in a life or death situation.
Jewelry can also be very bad. Necklaces can be grabbed onto. Bracelets also can be grabbed onto or inhibit movement. Rings it can depend on the person.
Shoes also matter. Tennis shoes are good and solid, but if you’re unused to them there’s a chance of accidentally hurting your ankle. High heels can definitely be a problem. However, they can also make very good weapons, especially for someone used to balancing on the balls of their feet. Side kicks and thrusting kicks in soft areas (like the solar plexus) or the feet are good ideas. They can also (hopefully) be taken off quickly and used as a hand weapon. Combat boots are great but if someone relies more on speed or aren’t used to them, they can weigh a person down. Cowboy boots can be surprisingly good. Spin kicks (if a character is quick enough to use them) are especially nasty in these shoes.
If a character is going to fight barefoot, please keep location in mind. Concrete can mess up your feet quick. Lawns, yards, etc often have hidden holes and other obstacles that can mess up a fighter. Tile floors or waxed wood can be very slippery if you’re not careful or used to them.
Likewise, if it’s outside be aware of how weather will affect the fight. The sun’s glare can really impede a fighter’s sight. A wet location, inside or outside, can cause a fighter to slip and fall. Sweat on the body can cause a fighter to lose a grip on an opponent too.
Pressure points for a trained fighter are great places to aim for in a fight. The solar plexus is another great place to aim for. It will knock the wind out of anyone and immediately weaken your opponent.
It your character is hit in the solar plexus and isn’t trained, they’re going down. The first time you get hit there you are out of breath and most people double over in confusion and pain. If a fighter is more used to it, they will stand tall and expand themselves in order to get some breath. They will likely keep fighting, but until their breath returns to normal, they will be considerably weaker.
Do not be afraid to have your character use obstacles in their environment. Pillars, boxes, bookshelves, doors, etc. They put distance between you and an opponent which can allow you to catch your breath.
Do not be afraid to have your character use objects in their environment. Someone’s coming at you with a spear, trident, etc, then pick up a chair and get it caught in the legs or use it as a shield. Bedsheets can make a good distraction and tangle someone up. Someone’s invading your home and you need to defend yourself? Throw a lamp. Anything can be turned into a weapon.
Guns often miss their targets at longer distances, even by those who have trained heavily with them. They can also be easier to disarm as they only shoot in one direction. However, depending on the type, grabbing onto the top is a very very bad idea. There is a good likelihood you WILL get hurt.
Knives are nasty weapons by someone who knows what they’re doing. Good fighters never hold a knife the way you would when cutting food. It is best used when held against the forearm. In defense, this makes a block more effective and in offense, slashing movement from any direction are going to be bad. If a character is in a fight with a knife or trying to disarm one, they will get hurt.
Soft areas hit with hard body parts. Hard areas hit with soft body parts. The neck, stomach, and other soft areas are best hit with punches, side kicks, elbows, and other hard body parts. Head and other hard parts are best hit using a knife hand, palm strike, etc. Spin kicks will be nasty regardless of what you’re aiming for it they land.
Common misconception with round house kicks is that you’re hitting with the top of the foot. You’re hitting with the ball. You’re likely to break your foot when hitting with the top.
When punching, the thumb is outside of the fist. You’ll break something if you’re hitting with the thumb inside, which a lot of inexperienced fighters do.
Also, punching the face or jaw can hurt.
It can be hard to grab a punch if you’re not experienced with it despite how easy movies make it seem. It’s best to dodge or redirect it.
Hitting to the head is not always the best idea. It can take a bit of training to be able to reach for the head with a kick because of the height. Flexibility is very much needed. If there are problems with their hips or they just aren’t very flexible, kicks to the head aren’t happening.
Jump kicks are a good way to hit the head, but an opponent will see it coming if it’s too slow or they are fast/experienced.
A good kick can throw an opponent back or knock them to the ground. If the person you’ve hit has experience though, they’ll immediately be getting up again.
Even if they’ve trained for years in a martial art, if they haven’t actually hit anything before or gotten hit, it will be slightly stunning for the person. It does not feel the way you expect it too.
Those yells in martial arts are not just for show. If done right, they tighten your core making it easier to take a hit in that area. Also, they can be used to intimidate an opponent. Yelling or screaming right by their ear can startle someone. (Generally, KHR fans look at Squalo for yelling)
Biting can also be used if someone’s grabbing you. Spitting in someone’s eyes can’t hurt. Also, in a chokehold or if someone is trying to grab your neck in general, PUT YOU CHIN DOWN. This cuts off access and if they’re grabbing in the front can dig into their hand and hurt.
Wrist grabs and other grabs can be good. Especially if it’s the first move an opponent makes and the character is trained, there are simple ways to counter that will have a person on their knees in seconds..
Use what your character has to their advantage. If they’re smaller or have less mass, then they’ll be relying on speed, intelligence, evasion, and other similar tactics. Larger opponents will be able to take hits better, they’re hits may be slower depending on who it is but will hurt like hell if they land, and size can be intimidating. Taller people with longer legs will want to rely on kicking and keeping their distance since they have the advantage there. Shorter people will want to keep the distance closer where it’s easier for them but harder for a taller opponent. Punching is a good idea.
Using a person’s momentum against them is great. There’s martial arts that revolve around this whole concept. They throw a punch? Grab it and pull them forward and around. Their momentum will keep them going and knock them off balance.
Leverage can used in the same way. If used right, you can flip a person, dislocate a shoulder, throw out a knee, etc.
One note on adrenaline: All that was said above is true about it. But, in a fight, it can also make you more aware of what’s going on. A fight that lasts twenty seconds can feel like a minute because time seems to almost slow down while moving extremely rapidly. You only have so much time to think about what you’re doing. You’re taking in information constantly and trying to adjust. Even in the slow down adrenaline gives you, everything is moving very rapidly.
Feelings will be your downfall even more so than adrenaline. Adrenaline can make those feelings more intense, but a good fighter has learned not to listen to those feelings. A good fighter may feel anger at being knocked down or in some way humiliated – their pride taken down. Yet they will not act on the anger. Acting on it makes a fighter more instinctive and many will charge without thinking. Losing control of anything (adrenaline rush, emotions, technique, etc) can be a terrible thing in a fight.
Just thought I’d add in here.
YES. YES.
Just wanted to add some stuff!
– You don’t clash swords edge-to-edge like they do in movies/anime/whatever. That’s a good way to chip your blade or get your blades stuck together (which admittedly would be cool to see characters deal with). A good swordsperson would block with the flat of the blade.
– Trained fighters, whether empty-handed or with weapons, circle their opponents and move at angles to gain an advantage. Use this! It can make things more dramatic.
– Trying to block a knife with anything but a some sort of shield is a Very Bad Idea. If you’re trained, you can try to redirect it but even then it’s a crapshoot if you’re not trained in knife fighting. To get an idea, try knife sparring with someone (with training knives obvs unless you like to live dangerously). Shit’s hard to block and KNIVES ARE FAST.
– If people are both armed and in a knife fight and there’s no escaping, both WILL get cut unless one is a total moron with a knife. Again, KNIVES ARE FAST.
– Wristlocks are very effective, but if you got two people going at it with all the adrenaline pumping, trying to lock the wrist or arm right off the bat probably won’t fly. These are most effective when done out of a flow, like doing punch combo into a wrist lock or blocking an opponent’s attack and pulling their arm into a lock.
– Dirty fighting! If you got characters fighting for survival, have them go for the eyes! Punch the neck! Grab a fistful of hair to control your opponent’s head! Stomp on feet! Break body parts! GRAHHHHHHH
– Elbows hurt. Don’t forget elbows.
– Also knees.
– And shins. Getting a full-power round kick with a shin is pretty intense.
– Fighting from the ground! Just because a character is on the ground doesn’t mean they can’t still swing their weapon at their standing opponent. It’s a thing we’d train in kali! Also if both fighters are on the ground, they can grapple and do cool shit like leg locks.
– Headbutts are a thing! But don’t have them headbutt with their forehead because owie. Top of the head or top-side-ish of the head is best.
– Grabbing someone’s clothes. It can be very effective in controlling your opponent if you’re trained. Check out BJJ with gi!
Source: a-meme-loving-fuck
some fucking resources for all ur writing fuckin needs
I was getting pretty fed up with links and generators with very general and overused weapons and superpowers and what have you for characters so:
Here is a page for premodern weapons, broken down into a ton of subcategories, with the weapon’s region of origin.
Here is a page of medieval weapons.
Here is a page of just about every conceived superpower.
Here is a page for legendary creatures and their regions of origin.
Here are some gemstones.
Here is a bunch of Greek legends, including monsters, gods, nymphs, heroes, and so on.
Here is a website with a ton of (legally attained, don’t worry) information about the black market.
Here is a website with information about forensic science and cases of death. Discretion advised.
Here is every religion in the world.
Here is every language in the world.
Here are methods of torture. Discretion advised.
Here are descriptions of the various methods used for the death penalty. Discretion advised.
Here are poisonous plants.
Here are plants in general.
Feel free to add more to this!
From the makers of the no-effort character checklist, I bring to you… The no-effort complete character sheet for lazy writers like you and me™!
Because the extra effort I put in staying up until 3 am to do put this together can save us all a lot of effort filling out longer character sheets ^^
You’re supposed to print it out and fold it in half to make a little booklet but you can save ink and do it on your computer 😛
writer-wannabe-needs-inspiration:
So, let me guess– you just started a new book, right? And you’re stumped. You have no idea how much an AK47 goes for nowadays. I get ya, cousin. Tough world we live in. A writer’s gotta know, but them NSA hounds are after ya 24/7. I know, cousin, I know. If there was only a way to find out all of this rather edgy information without getting yourself in trouble…
You’re in luck, cousin. I have just the thing for ya.
It’s called Havocscope. It’s got information and prices for all sorts of edgy information. Ever wondered how much cocaine costs by the gram, or how much a kidney sells for, or (worst of all) how much it costs to hire an assassin?
I got your back, cousin. Just head over to Havocscope.
((PS: In case you’re wondering, Havocscope is a database full of information regarding the criminal underworld. The information you will find there has been taken from newspapers and police reports. It’s perfectly legal, no need to worry about the NSA hounds, cousin ;p))
Want more writerly content? Follow maxkirin.tumblr.com!
Assassins
“Below are selected prices that are paid to professional assassins by criminal organizations and drug cartels for a contract hit.
In Australia, the median price to hire a hit man is $13,610 (9,800 Euros), with the price going up to $83,000 (60,000 Euros) based on the task.
In Mexico, the cost for a low level assassin is $208 (150 Euros), and up to $20,832 (15,000 Euros) for a higher profile target like a police chief.
The prices paid in Argentina are between $3,749 (2,700 Euros) to $5,555 (4,000 Euros) per hit.
Government statistics in Spain state that 40 assassinations take place each year, with prices for the hit ranging between $27 (20 Euros) to $69,000 (50,000 Euros).”
So cheap! I always thought things like this would cost more than $1 million…
This is super useful to know!
and not just for writing!!
Yeah, I can’t wait to use this!
Er, for writing, of course.