Cap
The Seeker of Jello
Character Sheet
Note from Cap- "I work on a creativity basis in that I will never fault you for being creative. I just ask that you keep into the guidelines of this world. I also ask for some descriptions beyond a single word/sentence, Aside from that I will only interfere if it makes no sense at all."
Personal Protection
In The Fault, there are times of which you must protect yourself, 'cause no one else will. You never have to use your weapon, but you might want to carry something to make sure you are protected from those who do have something.
Weapons found in most places are commonly firearms, as rarely there are individuals who know the skill of bladed weaponry. In terms of what specific types of firearms, that relies on what you can make sense of. Common types of firearms are rifles and single-fire pistols, though more people have gotten their hands on some pistols that can hold multiple bullets, (Figure these to be revolver's/revolver-like).
However, weapons can be innovative if your character, or someone they know, has the knowledge. This can range from staffs that can shoot various chemicals to create attacks similar to the magic you hear in other stories, hybrid weapons created by a mad inventor, or whatever you think is interesting. Alchemists are also known to use bottles themselves as projectiles and make potions according.
Occupations/Trade
Everyone needs to make a living in the cities, and you can't always just take anything either, unless your cunning enough. Men, women, and even children work to make sure they can survive in the cities, as you already have safety assured, as they always tell you.
(Not having a job can happen, but that would need to be explained.)
Occupations that are relatively common are work in Factories, Mines, and Farms. If you are content with the potential for danger, there is also the Royal Guards, of which the sign up would be in Erodel.
This doesn't mean you can't potentially have a store for your trade or own some form of a restaurant. Remember, Creativity is your friend.
Trades are sort of like handy skills that are majorly considered to be contributions to society. These range from...
Notes
I would like to also add, your character doesn't have to be literate. This is actually a common issue among people in The Fault due to most worked since they were children. While they maybe illiterate, that doesn't mean they don't know how to speak properly, so please type according if you chose to make this a factor.
You are not allowed to instantly be part of specific groups, such as Valkyries or any that seems to dictate some areas, minus the Royal Guards. They are left ambiguous for reasons that pertain to stories for the group in general. This also includes being of higher/highest ranking, but this doesn't mean you cannot become highest through RP. This is left so you have something to work for in the RP.
Occupations aren't limited to those you see there. You can think of anything as long as it can fit into a Victorian-style world or a Wild West-style world, and abides by the RPN rules. (Sorry to be a kill joy on the enforcement.)
You may also add what you will to the character sheet in terms of information that you feel would better explain your character, but please have at least what is shown currently.
I know it's a lot of info, but if you have any questions I can always answer.
Declining
Yes, I do decline characters. If your character doesn't fit, or is too vague to pass as an actual person in this world, then I will 100% decline you. If you have a question if it would fit, I have no problem helping or even writing in something to help explain it, but this is only if it would work or make sense in the context of this world.
Note from Cap- "I work on a creativity basis in that I will never fault you for being creative. I just ask that you keep into the guidelines of this world. I also ask for some descriptions beyond a single word/sentence, Aside from that I will only interfere if it makes no sense at all."
- Name:
- Age:
- Gender:
- Homecity: (See Settings and Locations Tab for more info.)
- Appearance: (Pictures can be used, but if one isn't able to be found, I will accept a very well written description. Remember to keep within the guidelines of the themes.)
- History: (Biography of character, but can include if family have past as well. It's all in how you handle it. Please be descriptive and don't forget about specific things, such as criminal history.)
- Personality:
- Personal Protection (If any): (See Below for Details)
- Occupation/Trade: (Creativity is your friend. See Below for Specific Details.)
Personal Protection
In The Fault, there are times of which you must protect yourself, 'cause no one else will. You never have to use your weapon, but you might want to carry something to make sure you are protected from those who do have something.
Weapons found in most places are commonly firearms, as rarely there are individuals who know the skill of bladed weaponry. In terms of what specific types of firearms, that relies on what you can make sense of. Common types of firearms are rifles and single-fire pistols, though more people have gotten their hands on some pistols that can hold multiple bullets, (Figure these to be revolver's/revolver-like).
However, weapons can be innovative if your character, or someone they know, has the knowledge. This can range from staffs that can shoot various chemicals to create attacks similar to the magic you hear in other stories, hybrid weapons created by a mad inventor, or whatever you think is interesting. Alchemists are also known to use bottles themselves as projectiles and make potions according.
Occupations/Trade
Everyone needs to make a living in the cities, and you can't always just take anything either, unless your cunning enough. Men, women, and even children work to make sure they can survive in the cities, as you already have safety assured, as they always tell you.
(Not having a job can happen, but that would need to be explained.)
Occupations that are relatively common are work in Factories, Mines, and Farms. If you are content with the potential for danger, there is also the Royal Guards, of which the sign up would be in Erodel.
Jobs that are common per city.
- Bastion: Farming, Manufacturing of Food, and Trading.
- The Forge: Mining, Plant Harvesting, Wood Harvesting, and Manufacturing of Mechanical goods.
- Waterfront: Manufacturing of Large Machinery, Trading within/without city limits, and Mining.
- Erodel: Manufacturing of all goods, Trading within/without city limits, Mining, Ore Processing, and Plant Harvesting.
This doesn't mean you can't potentially have a store for your trade or own some form of a restaurant. Remember, Creativity is your friend.
Trades are sort of like handy skills that are majorly considered to be contributions to society. These range from...
- Alchemists- Known to be the Doctors and Potion makers of The Fault, they work with plants and elements to create potions and tonics for their fellow humans. They are also knowledgeable of poisons, drugs, and various other things that one would be weary of, if you were to cross one that is.
- Inventors- The men and women that think of new ways to solve a problem with machines and tools. These are people that often own stores and workshops to work in peace, and often sell their creations to the public. Most know how to repair most things, most are even understanding automotive repairs with their recent mass productivity in Erodel. Some talented Inventors can figure ways to create reactions that those who don't understand call "Magic".
- Mystics- Considered to be more based around intelligence gathering. These people heavily rely on knowledge, often having vast libraries of information of all forms. These people can manufacture constructions similarly to Inventors, but do it for the knowledge over the experimentation.
Notes
I would like to also add, your character doesn't have to be literate. This is actually a common issue among people in The Fault due to most worked since they were children. While they maybe illiterate, that doesn't mean they don't know how to speak properly, so please type according if you chose to make this a factor.
You are not allowed to instantly be part of specific groups, such as Valkyries or any that seems to dictate some areas, minus the Royal Guards. They are left ambiguous for reasons that pertain to stories for the group in general. This also includes being of higher/highest ranking, but this doesn't mean you cannot become highest through RP. This is left so you have something to work for in the RP.
Occupations aren't limited to those you see there. You can think of anything as long as it can fit into a Victorian-style world or a Wild West-style world, and abides by the RPN rules. (Sorry to be a kill joy on the enforcement.)
You may also add what you will to the character sheet in terms of information that you feel would better explain your character, but please have at least what is shown currently.
I know it's a lot of info, but if you have any questions I can always answer.
Declining
Yes, I do decline characters. If your character doesn't fit, or is too vague to pass as an actual person in this world, then I will 100% decline you. If you have a question if it would fit, I have no problem helping or even writing in something to help explain it, but this is only if it would work or make sense in the context of this world.
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