Aureus' script is pretty specific for his situation/room, so plugging it in on a random character will likely not work.
Unfortunately, at this time I don't think anyone can really tell you how to get a character to sit via scripting, since most of our attention has been on figuring out how the basic functions in the Editor work (Character Creation, etc). Research into how CharScripts truly work hasn't been done yet to my knowledge, and the lack of official documentation doesn't help.
I can, however, tell you how you can get your own script into the game. CharScript files are basically txt files, but with a .charScript extension. When you write your own, you can save it anywhere you like (though I suggest saving it in the Data/Public/(Your Mod folder)/Scripts/
Then in the Editor, at the top is a button that allows you to view Resources. In the box that pops up, click your mods folder at the left, and then press the button near the top left that says "New Package". Name the package whatever you want and save that.
Then click the button near the top left that says "New Resource" (or import resource; I can't recall at the moment). You can then navigate to your Script file and add it to the Package you just created.
After that is done, you can finally attach your script to the Character RootTemplate of your choice via the Sidebar.
----
While I can't tell you how your script file should be structured, it might be useful to look at the other charScripts that the game uses. You would have to Unpack the Main.pak file using a third party tool to do so though (search for Norbyte on this forum; his tool is the one that does it).
For your reference though, here is the Chicken.charScript file- The wandering part might prove useful
INIT
CHARACTER:__Me
BEHAVIOUR
REACTION Wander,1
USAGE ALL
ACTIONS
CharacterWander(FLOAT:5,5)
Sleep(1)
CharacterWander(FLOAT:3,3)
Sleep(0.5)
Goto(Start)
REACTION FleeFromNeutral,3
USAGE ALL
VARS
CHARACTER:_char
FLOAT:_dist
CHECK "c1"
CharacterGet(_char,__Me,4,Lowest,Distance,Neutral,null,null)
ACTIONS
CharacterFleeFrom(Neutral,8)
REACTION FleeFromEnemy,5
USAGE ALL
VARS
CHARACTER:_char
FLOAT:_dist
CHECK "c1"
CharacterGet(_char,__Me,4,Lowest,Distance,Enemy,null,null)
ACTIONS
CharacterFleeFrom(Enemy,8)