While in the scenario editor, you can use the dropdown menus at the top to create a new character profile or edit an existing one. Once in the character profile editor, it should look something like this:
The tabs on this profile editor are:
Main - where you can find important settings like health and whether the character has a third person camera or not.
Weapon - which lists the weapon profiles that this character uses (8 available slots). You can choose from existing weapons, or create your own in the Weapons tab of the Scenario Editor.
Move - which contains the physics variables for all sorts of movement, as well as an option to enable a Jetpack (which creates an additional tab below for those variables)
Boxes - which has the Bounding Box variables and character mesh options. Every character has two bounding boxes: a “main” bounding box that collides with the world and can be shot by hitscan and projectile weapons; and a “projectile” hitbox that passes through the world and hitscan but can be shot by projectile. This is a way in which projectile weapons can be balanced to have a more lenient hitbox than hitscan weapons.
Colors - which set the default team and enemy colors for this character. These only apply when the end user's Settings→Visuals tab does not override colors!
Jetpack - which lists the variables for characters that use Jetpack movement (enabled on the Move tab)
Abilities - which lists the ability profiles that this character uses (4 available slots) and the global cooldown for this character. You can choose from a pool of existing abilities, or create your own in the Abilities tab of the Scenario Editor.
Spawn - which contains variables related to spawning. See below for more details
Effects - which contain a variety of miscellaneous effects and options, such as health regen, lifesteal, ammo awarded to player when this character dies, invincibility flags, and more.
The Spawn tab contains a variety of powerful and interesting options:
Spawn Offset Min and Max can be manipulated to make the character spawn in a random location relative to a spawn point on a map. Some scenario authors have also used this feature in combination with Bot Rotation profiles to make it so that each time you kill a bot, it spawns in a new, predetermined location. See “Elevatiles” as an example of this.
Blocked Self Spawn Radius can be set for bot character profiles to prevent bots from spawning too close to one another.
Block Other Spawn FOV & Distance can be set for player character profiles to either prevent or force bots to spawn within a certain range relative to the player's crosshair. The tooltips contained in-game should help guide you with the right way to use this feature.