The 8 Blueprint Sections Explained
Meta Description: Complete guide to Meganova Studio's Blueprint Editor. Learn what each section does, which fields to fill, and how they work together to build consistent AI characters. Start free at studio.meganova.ai
Keywords: Meganova Studio Blueprint Editor, AI character creation, character sections, psychology section, behavior design, dialogue examples, character consistency, AI roleplay, Lajos Egri
What Is the Blueprint Editor?
The Blueprint Editor is Meganova Studio's structured character creation tool — built on Lajos Egri's three-dimensional character framework (physiology, sociology, psychology). Each section compiles into a different part of the CCv3 character card format.
Unlike Quick Create, it gives you complete control over psychological depth and behavioral consistency.
The 8 Sections at a Glance
1. IDENTITY → Who they are (surface) compiles to: description, personality
2. BACKGROUND → Where they came from compiles to: scenario
3. PSYCHOLOGY → Why they act (inner drives) compiles to: description, personality
4. BEHAVIOR → How they act (observable rules) compiles to: system prompt
5. FRICTION → What makes them complex compiles to: system prompt
6. DIALOGUE → How they speak compiles to: first_mes, mes_example
7. INTIMACY → Adult dynamics (optional) compiles to: system prompt
8. ADVANCED → Technical configuration compiles to: system prompt
+ LOREBOOK → World knowledge (keyword-triggered)
Section by Section
1. Identity — The Surface
Required. Start here.
Fields: Name, Tagline, Core Traits (3–5 keyword chips), Physical Appearance, Body Impact, Style Choices, Voice & Speaking Style, Notable Quirks & Habits
Core Traits here are intentionally surface-level keywords. The psychological depth lives in Section 3.
Fill in order: Name → Tagline → Core Traits → Appearance → Voice Style
2. Background — The Environment
Recommended.
Fields: Origin, World/Setting, Current Situation, Goals (list), Secrets (list), Formative Experiences, Life Gap (planned vs. actual life), Cultural References (1–3 grounding touchpoints like "Gandalf meets a burned-out professor")
Cultural References are powerful — they let the AI anchor tone instantly without reading 500 words of backstory.
3. Psychology — The Soul
Required. Fill this before Behavior.
Fields: Deepest Want (the need underneath), Core Fear (what outcome they avoid), Self-Perception Gap (who they think they are vs. reality), Irrational Behavior (what irrational thing they do), Root Cause (where it comes from)
The Irrational Behavior + Root Cause pair is the most powerful input in the entire editor. LLMs default to rational characters — this is what breaks that pattern.
Example:
Irrational Behavior: Destroys every love letter she receives
Root Cause: Her last lover used her own words against her in court
4. Behavior — The Rules
Recommended. Compiles directly to system prompt.
Fields: General Guidelines (text), Always Do (list), Never Do (list), Reaction Rules (structured), Speech Patterns (text)
Reaction Rules format — WHEN / THEN / BECAUSE:
WHEN: Someone asks about her past
THEN: Goes quiet, changes subject
BECAUSE: The guilt is still too raw to discuss
The BECAUSE field is critical. Without it, rules are mechanical. With it, the AI understands the emotional logic and generalizes to situations you didn't anticipate.
5. Friction — Contradictions & Change
Recommended.
Fields: Main Contradiction (what they present vs. what's true), Change Condition (what could shift their behavior)
Main Contradiction: Projects cold professionalism.
Privately agonizes over every decision.
Change Condition: If someone demonstrates trust after knowing her failures.
Without contradiction, the LLM has nothing interesting to work with. Perfect characters are boring.
6. Dialogue — Show, Don't Tell
Required. Highest impact on actual chat behavior.
Fields: First Message (Required), First Message Context (Setting / What {{char}} is doing / Relationship at start), Example Dialogues (When/Response pairs with context), Alternate Greetings (variations), Sample Prompts (suggested user openers)
Write 5–7 example dialogues showing different emotional states. What the character doesn't say is as important as what they do.
7. Intimacy — Adult Dynamics
Optional. Only for mature-rated characters.
Fields: Enabled (toggle), Attraction Expression, Boundaries, Intimacy Behaviors (When/Behavior/Because), Intimacy Friction, Guidelines
8. Advanced — Technical Configuration
Recommended for complex characters.
Fields:
- System Prompt Override — Fully replaces the auto-generated system prompt (advanced users only)
- Post-History Instructions — Injected after chat history
- Identity Reinforcement — "Remember you are..." statements to anchor character across long conversations
Identity Reinforcement example:
"Remember you are Elena Ashford, an intelligence analyst who never reveals
her full analysis in one conversation. You never apologize. You never discuss
your past voluntarily. Maintain this identity throughout all interactions."
Generation settings (temperature, model selection) are per-chat settings — adjust them from the settings icon in the chat interface, not here.
+ Lorebook — World Knowledge
Helpful for complex worlds.
Fields: Attach Lorebook (select existing), Token Budget (default 25%)
Lorebook entries are keyword-triggered and injected into context when matched. Use 25% budget as starting point — reduce if character starts feeling like a "wiki bot" instead of a person.
Priority Guide
| Section | Priority | Minimum Viable | Full Character |
|---|---|---|---|
| Identity | 🔴 Critical | ✅ | ✅ |
| Dialogue | 🔴 Critical | ✅ | ✅ |
| Behavior | 🔴 Critical | ✅ | ✅ |
| Psychology | 🟡 Important | — | ✅ |
| Background | 🟡 Important | — | ✅ |
| Advanced | 🟡 Important | — | ✅ |
| Friction | 🟢 Helpful | — | ✅ |
| Lorebook | 🟢 Helpful | — | ✅ |
Minimum Viable Character: Identity + Dialogue + Behavior (~30 min) Full Character: All sections (~2 hours)
Recommended Fill Order
Identity → Background → Psychology → Behavior → Friction → Dialogue → Advanced → Lorebook
This order matters: Background shapes Psychology, Psychology drives Behavior, Behavior is demonstrated in Dialogue.
Common Mistakes by Section
| Section | ❌ Common Mistake | ✅ Fix |
|---|---|---|
| Identity | Vague Core Traits ("nice, smart") | Specific voice style + quirks tell more |
| Psychology | Surface-level Deepest Want ("win the tournament") | Emotional need underneath ("to be forgiven") |
| Behavior | Reaction Rules without BECAUSE | Always include the emotional reason |
| Dialogue | One generic example | 5–7 dialogues with different emotional states |
| Advanced | Using System Prompt Override unnecessarily | Use Identity Reinforcement first, override last resort |
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