Vocal script: Builder4
The "Builder4" (or "Young Builder") vocal script for male characters.
Tone and Attitude
The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.
Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.
AI Characters: "The Young Builder"
In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking.
"The Young Builder" -- young; bravado; less archaic language than normal; cliché scriptures, full of faith and burning with confidence, talks about doing great things. The young builder should sound overzealous, overconfident, and overly dramatic. While they may sound a bit naïve at times, they should not be played for laughs.
When Builders speak formally they use an archaic form of English, with "thee", "thou" and other biblical-sounding conventions (eg. "Wherefore smitest thou thy fellow?"). The more formal the occasion, the more strongly this archaic language is used.
Since the Builders believe in a single god, they often refer to Him simply as, "God" (as in, "God bless thy works"). Just like in our own history, however, there are many other names used for God, including, "The Almighty", "The Lord Builder" or, "The Master Builder". The more formal the occasion, the longer and more elaborate the name tends to get (eg. "The Almighty Lord Builder, Master and Creator of All Things").
AI Non-Alert States
These barks are for AI who are not doing anything in particular. These AI are basically talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.
State: Idle
Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and are quoting some of your favourite scriptures to yourself to keep your mind alert. Used for both combatants and non.
Number of Wavs: 5
idle_1 *whistle* [something vaguely hymn-sounding]
idle_2 "The Lord Builder hath said, “All work is holy in my sight.””
idle_3 “Which scripture was that again? I shalt have to look it up.”
idle_4 “The righteous fires of the Lord Builder shalt purify the unclean.”
idle_5 “My flesh is but raw metal; I am forged by the trials of the Master Builder.”
idle_6 “Lord Builder, bless my hands and my tools that I might do great works in thy name and for thy glory. Amen.”
idle_7 * humming* [a few bars of something hymn-sounding] x2
At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert. For combatants only.
Number of Wavs: 3
alert0_1 “The Almighty Builder doth watch over those who toil in His name.”
alert0_2 “Who would dare challenge the might of the Lord’s servants? None.”
alert0_3 “I shall smite anyone who doth challenge the Builder’s Church.”
Alert_Idle: For AI who have gone back to patrol but know there is an intruder around.
alert_idle01 “I shalt be even more vigilant.”
alert_idle02 “No cowardly sinner shalt sneak past ME.”
alert_idle03 “Use mine eyes, Almighty Builder, to root out the foe.”
AI Alert States
To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.
Number of Wavs: 3
to_alert1_1 "Hm?"
to_alert1_2 "Hmm? 'Tis something...?"
to_alert1_3 "Doth something stir?"
To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
Number of Wavs: 3 per character
to_alert1_sound_1 "A sound?"
to_alert1_sound_2 "Something doth make a sound..."
to_alert1_sound_3 "Hmm? A noise?"
To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
Number of Wavs: 3 per character
to_alert1_saw_1 "Hmm? Something doth move?"
to_alert1_saw_2 "Do I see--?"
to_alert1_saw_3 "Does something move?"
To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above.
Number of Wavs: 3 per character
to_alert2_1 "Something most certainly doth stir."
to_alert2_2 "Hmm, ‘tis most strange."
to_alert2_3 "Pray, what was that?"
To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.
Number of Wavs: 3 per character
to_alert2_sound_1 "Hark, what doth make noise there?"
to_alert2_sound_2 "I hear that. Doth someone approach?"
to_alert2_sound_3 “My keen ears hath heard something.”
To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
Number of Wavs: 3 per character
to_alert2_saw_1 "What doth stir in the shadows?"
to_alert2_saw_2 "Nothing doth escape my keen eyes."
to_alert2_saw_3 "I see that. ‘tis something.... "
To Alert 2 + Company + Heard: You notice something auditory with your buddy and excitedly invite him/her to help you investigate.
Number of Wavs: 2 per character
to_alert2_soundx2_1 "Brother, didst thou hear that? Come, let us search."
to_alert2_soundx2_2 "I didst hear a noise brother."
To Alert 2 + Company + Saw: You notice something visually amiss with your buddy and eagerly start to investigate.
Number of Wavs: 2 per character
to_alert2_sawx2_1 "Brother, didst thou see something ?"
to_alert2_sawx2_2 "I saw something yonder...let us search together."
Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. This bark will often accompany an animation of the AI putting his hands on his hips and looking around. You are wary, but there doesn’t seem to be a problem.
Number of Wavs: 3 per character
to_0_1 "Hmmm, ‘tis gone now...."
to_0_2 "I am too easily moved to action."
to_0_3 "Fie. ‘tis nothing."
Returning to Alert 0, hearing: As above, but you thought you'd heard something.
Number of Wavs: 3 per character
to_0_sound_1 “’twas likely some foul vermin."
to_0_sound_2 "All is quiet now."
to_0_sound_3 “I hear nothing now."
Returning to Alert 0, sight: As above, but you thought you'd seen something.
Number of Wavs: 3 per character
to_0_saw_1 "’Twas just the shadows."
to_0_saw_2 “I see nothing now.”
to_0_saw_3 “Mine eyes are flesh and the flesh is weak.”
To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. Could just be someone playing around, but you’re all business now.
Number of Wavs: 5 per character
to_alert3_1 "Hark, who goes there? Show thyself or face my holy wrath!"
to_alert3_2 "Who doth lurk about and disrupt my watch?"
to_alert3_3 "Cease thy hiding and come forth where I might see thee."
to_alert3_4 “Stand forth where I might see thee!”
to_alert3_5 “Do not trifle with me. I am a servant of the Lord Builder.”
Returning to Alert 0 after search: Even though you're certain you saw someone, you've searched around and can't find them. This bark is played as you give up the search. You’re a bit annoyed.
Number of Wavs: 5 per character
to_0_search_1 "Often the instruments of darkness do test the patience of the faithful."
to_0_search_2 "None can fault my vigilance. But there is no one here now."
to_0_search_3 "Someone doth play tricks. Know they not that levity is a path to sin?"
to_0_search_4 "They art gone now…if indeed someone was here."
to_0_search_5 "The Lord Builder knows I have searched well, and found none."
Lost the Player: You were chasing the player, but you lost sight of him for a second and now he’s gone.
"Gone? Do mine eyes deceive me?"
"Art thou a creature of the mind, to disappear so?"
"The villain cannot have gone far."
Return to Alert 1: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.
Number of Wavs: 5 per character
to_0_spotted_1 "The knave is wise to fear me. He hath fled."
to_0_spotted_2 "My hammer stays at the ready, should he return."
to_0_spotted_3 "Thou mayst elude –me-, but thou cannot hide from Him who sees all!"
to_0_spotted_4 "He hath fled before my righteous anger."
to_0_spotted_5 "The heathen may hide, but he cannot escape."
Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you call out excitedly.
Number of Wavs: 2 per character
gotten_help_1 "There brother!"
gotten_help_2 "There he is!"
Return with help, lost player: You have returned with help but the player is no longer visible.
Number of Wavs: 2 per character
gotten_help_gone_1 "He was there but a moment ago, I do swear!" gotten_help_gone_2 "He hath escaped!"
Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
Number of Wavs: 3 per character
saw_playerx2_1 "There is an intruder about. May the Lord Builder stoke the fire of your righteous fury."
saw_playerx2_2 "An enemy of the faith hath been spotted amongst us. Be vigilant."
saw_playerx2_3 "An intruder doth lurk about, brother."
AI Searching
You are actively looking for the intruder, and are either muttering to yourself or taunting them.
Investigate Alert 3: You're wandering around looking for some kind of intruder, but you're not 100% sure there is one. There is still a slight edge of uncertainty to your voice.
Number of Wavs: 5 per character
search3_1 "Thou art wise to fear me."
search3_2 "I shalt find thee soon enough."
search3_3 "I am a true servant of the Builder’s Church. Thou cannot hide from me."
search3_4 "I shalt search the shadows until I find thee."
search3_5 "No instrument of darkness shalt keep thee safe."
Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. No uncertainty now--you're deadly serious.
Number of Wavs: 5 per character
search4_1 "I shalt find you, foul knave!"
search4_2 "Come, face the judgement of the Almighty Builder."
search4_3 "My hammer doth call for thee."
search4_4 "I shalt drive thee back into the unfurrowed earth, heathen!"
search4_5 "Come forward and face me, coward!"
Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re scared at what you might find. These lines should be delivered with a mixture of bravado and uncertainty.
Number of Wavs: 3 per character
search4_civilian_1 "Who doth hide there?"
search4_civilian_2 "Art thou a servant of darkness, to hide thus in the shadows?"
search4_civilian_3 "I shalt forgive thee thy transgression if thou but come forward."
Combat and Pursuit
You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.
Spotted the Player, combatant: You see the player and are preparing to attack. Number of Wavs: 5 per character
spotted_combat_1 “I shall smite thee down in the Lord’s name."
spotted_combat_2 "With hand, heart and hammer do I serve the Lord Builder! Have at thee."
spotted_combat_3 "Lord Builder, guide my hammer!"
spotted_combat_4 "Fire and forge, I wilt gladly slay thee!"
spotted_combat_5 "I shalt return thee to dust!"
Spotted the Player, combatant, with help: You're with friends when you finally spot the player.
Number of Wavs: 2 per character
spotted_combatx2_1 "Look there brother! Let us smite him!"
spotted_combatx2_2 "To arms! An intruder doth violate our sanctum!"
Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person.
Number of Wavs: 1 per character
spotted_combat_body_1 "Drop that body at once, villain!"
Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.
Number of Wavs: 5 per character
spotted_civilian_1 "Lord Builder have mercy, an intruder!"
spotted_civilian_2 "A Thief! I neeed aid, brothers!"
spotted_civilian_3 "Come hither, brothers! An enemy in our santcum!"
spotted_civilian_4 "I am a servant of the Lord Builder…if though doest harm to me thou will damn thy soul!"
spotted_civilian_5 "I do not seek death, but I fear it not. My works are true."
Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet.
killed_player01 "Go, and meet thy maker."
killed_player02 "The spirits of darkness shalt claim thee."
killed_player03 "I am triumphant. Praise be to God."
Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help.
Number of Wavs: 3 per character
fleeing_1 "Brothers, he is behind me!"
fleeing_2 "Protect they servant oh Lord!"
fleeing_3 "I need help!"
Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.
Number of Wavs: 2 per character
combat_assist_1 "I am coming brother!"
combat_assist_2 "My hammer is thine, brother!"
Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You're annoyed, but keep your cool. Number of Wavs: 4 per character
frustrated_1 "There is some wisdom in thy fear."
frustrated_2 " If thou hadst any honour, thou wouldst face me."
frustrated_3 "Thou doth but delay the inevitable."
frustrated_4 "Brothers! He is here!”
Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something.
Number of Wavs: 3 per character
missile_generic_1 "Take THAT!"
missile_generic_2 *grunt*
missile_generic_3 "My aim is true."
Attacking: You're grunting and attacking.
Number of Wavs: 3
attacking_1 "Take this!!"
attacking_2 "Arg!"
attacking_3 "Hiya!"
Hit the Player: You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.
Number of Wavs: 3 per character
attacking_hit_1 "Ha! Fire and forge doth guide me."
attacking_hit_2 "My strength comes from the Lord!"
attacking_hit_3 "Prepare to meet thy maker."
Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player.
Number of Wavs: 2 per character
attack_hitx2_1 "He shalt fall before our might."
attack_hitx2_2 "We shalt smite him down!"
Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot.
Number of Wavs: 1 per character
failed_ko_1 "Wha--? What cowardice is this?!"
Combat, Losing: The player has hurt you a bit or blocked your attack.
player_blocked_1 "You do imperil thy soul."
player_blocked_2 "Oof" [generic pain grunts] x 3
player_blocked_3 "’tis a minor trifle."
Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. Number of Wavs: 3 male
die_quiet_1 "UNH"
die_quiet_2 "Arg"
die_quiet_3 "HHnnnn..."
Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.
die_loud_1 "GAHHHHHHHHHHH"
die_loud_2 "Urrrg…noooo....."
die_loud_3 "Arggghh...Lord Builder receive me...."
die_loud_4 "Haaaarg...*gurgle*"
Blinded: You have been blinded by a flash of light.
Number of Wavs: 1 per character.
blinded_1 "Wh… I cannot see!"
Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters.
Number of Wavs: 1
gassed_1 "..cough cough"
Drowning: You are drowning. Gurgle and choke.
Number of Wavs: 1
drowning_1 "Gurgle"
Find States
You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself.
Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious. These barks are used for all kinds of stimuli, so keep it generic.
Number of Wavs: 4 per character
suspicious_item_1 "Hmm. ‘tis odd…."
suspicious_item_2 "'...strange..."
suspicious_item_3 "How didst this happen?"
suspicious_item_4 "What mischief didst happen here?"
Specific Suspicious Item barks:
Notice Weapon: There is a weapon lying around. How did it get there?
Number of Wavs: 2 per character
notice_weapon_1 "'Tis a weapon..."
notice_weapon_2 "’tis strange to find a weapon here…"
Notice Door Open: There is a door open that shouldn't be.
Number of Wavs: 2 per character
notice_door_1 "Who hath left this door ajar?"
notice_door_2 "’tis most careless to leave this open."
Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light.
Number of Wavs: 3 per character
notice_lights_1 "Who hath turned out the light?"
notice_lights_2 "In the darkness do sinful thoughts multiply."
notice_lights_3 "Why art the lights out?."
Notice lights out, flame: You notice a torch or candle that should be lit has gone out.
Number of Wavs: 3 per character
notice_lights_flame_1 "Didst this burn out so quickly?"
notice_lights_flame_2 "Someone hath put this out."
notice_lights_flame_3 "Who hath put that out?"
Relight light, flame: You notice that a light source is out. You relight it.
Number of Wavs: 2 per character
light_relight_1 "The gifts of the Builder doth turn night to day."
light_relight_2 "And the Lord Builder struck his forge, and light didst pierce the darkness."
Refuse to relight Torch: You notice that a flame is out. Refuse to relight it.
Number of Wavs: 2 per character
light_refuse_1 "I cannot spare the time to light it."
light_relight_2 "These lights try my patience."
Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on.
Number of Wavs: 3 per character
notice_blood_1 "Blood?"
notice_blood_2 "What hath happened here?"
notice_blood_3 "’Tis blood. There hath been some foul play here."
Found Generic Body: You find a body on the ground.
Number of Wavs: 2 per character
notice_body_generic_1 "Brothers, fetch me a healer!"
notice_body_generic_2 "Art thou hurt?"
Found Female Body: You find the body of a woman on the ground.
Number of Wavs: 1 per character
notice_body_female_1 "A woman hath fallen to the ground!"
Found Male Body: You find the body of a man on the ground.
Number of Wavs: 1 per character
notice_body_male_1 "Someone fetch help for this man!"
Found Body Dead: You find a body of someone obviously dead.
Number of Wavs: 3 per character
notice_dead_1 "Someone hath been killed! Raise the alarm!"
notice_dead_2 "’tis a most foul deed."
notice_dead_3 "What bloody villain hath done this!"
Found Female Body Dead: You find the dead body of a woman on the ground.
Number of Wavs: 1 per character
notice_dead_female_1 "She is slain! There is a murderer afoot!"
Found Male Body Dead: You found a man, dead on the ground.
Number of Wavs: 1 per character
notice_dead_male_1 "Murder! A man hath been slain!"
Found Body comrade: You find a comrade, dead on the ground. Now it’s personal.
Number of Wavs: 2 per character
notice_dead_friend_1 "A brother—slain! I shalt avenge thee!"
notice_dead_friend_2 "One of the faithful, treacherously killed!!"
Recently Found Body: You recently found a body and are relaying the information to a friend.
Number of Wavs: 2 per character
notice_deadx2_1 "Beware, brother, there is a murderer in our sanctum!"
notice_deadx2_2 "Someone hath been killed by an intruder. Be vigilant!"
Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.
Number of Wavs: 3 per character
notice_pickpocket_1 "I didst see it but a moment ago…"
notice_pickpocket_2 "What trickery is this?"
notice_pickpocket_3 "I am too vigilant to lose it thus…"
Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it.
Number of Wavs: 3 per character
notice_absence_1 "Someone hath committed robbery in the house of God!"
notice_absence_2 "Missing? Someone hath stolen it!"
notice_absence_3 "Awake! There is a Thief about!"
Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 2 per character
notice_absencex2_1 "There is a Thief here, brother."
notice_absencex2_2 "I do hunt a Thief, brother. Let us search together."
Greetings
Greeting guard to guard: You spot a social equal who is a guard, on patrol. You greet them casually.
greeting_guardxguard_1 "Thy work honours the Lord Builder."
greeting_guardxguard_2 "Lord Builder keep thee on thy watch."
greeting_guardxguard_3 "Blessed be thy tools and thy hands." ("blessed" should be 2 syllables: "bless-Ed")
Greeting guard to Civilian: You spot a civilian/servant while you're working. You should set a good example for the faithful.
greeting_guardxcivilian_1 "Lord Builder bless thee."
greeting_guardxcivilian_2 "Greetings."
greeting_guardxcivilian_3 "I am here to protect the faithful."
Greeting Superior: You spot someone who is above you on the social ladder and greet them with respect.
greeting_xnobleman_1 "May the Master Builder bless you, my Lord."
greeting_xnoblewoman_1 "May the Lord Builder watch over you, my Lady."
greeting_xpriest_1 "Blessed be thy hands and tools, holy Father."
Greeting builder to builder: You meet a fellow. Greet them casually.
greeting_civilianxcivilian_1 "Good morrow, brother."
greeting_civilianxcivilian_2 "May the Lord keep you."
greeting_civilianxcivilian_3 "Well met."
Greeting builder to pagan. You're a builder and see a pagan. You're better than them.
greeting_noblemanxcivilian_1 "Stand aside, heathen."
Greeting priest to guard. You’re a superiour and see a guard. Evaluate their performance.
greeting_noblemanxguard_1 "Thy work speaks for thee."
greeting_noblemanxguard_2 "The soft chisel shapes not the stone. As the soft life shapes not the man."
Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.
response_1 "Yes, yes."
response_2 "Verily."
response_3 "Amen."
Response to superior. A superior has spoken to you. As above, but reply stiffly.
response_superior_1 "Yes, sir."
response_superior_2 "Thy will be done."
See also
- Vocal scripts overview - Main article on the vocal scripts of AI characters.