(no subject)
Apr. 8th, 2018 08:49 pmAPPLICANT INFO.
NAME: jay
CONTACT: charred @ plurk, or pm!
CHARACTER INFO.
NAME: jester
CANON: critical role, campaign 2
AGE: she's old enough to legally read porn, so at least 18 ( i imagine she's early 20s, if not older ).
APPEARANCE: official campaign art!
CANON POINT: end of episode 14 ( title tba )!
BACKGROUND: The wiki article on Jester sums up everything that's been revealed so far! Here is a post that summarizes the setting and political climate of Wildemount & the current location of the party, with another wiki article on the continent of Wildemount itself.
But because the wiki article on her doesn't touch on it: Jester revealed that she's taking her exile from Nicodranis as an opportunity to go and search for her father. She aims to live with him — or at least get to know him — since he's supposed to be cool. Her father had had been a client of her mother, but they had been very, very much in love ( according to her ). To her knowledge, the two had gotten married, and her mother had been pregnant with Jester. Unfortunately, her father disappeared when he went out "to set up the house for them to live in".
That said, Jester doesn't know much about her father, aside from his name ( which has yet to be revealed ), and the fact that he wears a lot of rings on his fingers. While on the search for her father, she ran into Fjord who mentioned he wished to go to the Soltryce Academy to learn more about his new powers. She decided to join him on his journey up north ( because why not, really? ), where they meet a number of strangers that they end up travelling with! Together, the 7 of them, named the Mighty Nein, save a circus from getting blamed for a murder committed by one of their acts, save another small town from gnolls ( and a cult that seemed to use these gnolls, somehow ), and have currently reached the city of Zadash.
In Zadash, they seemed to have gotten involved with a group of ... not quite rebels, but citizens that are unhappy with the rule. The Knights of Requital request their help and undo some of the corruption of power in the city. This mostly involves a heist mission, planting letters that incriminate two high-ranking government officials in an attempt to get them removed from the position. At the end of their heist ( which is happening a night of celebrations in the nicer power of town ), they watch a spire in the city center get blown up, and the city ends up in high alert as a result.
So while they're locked down — they decide to nose around the city some more, introducing themselves to a powerful smuggler & crime lord called "the Gentleman" who seems to be happy to give them some work, in return for getting the authorities off the Might Nein's backs. The last thing Jester will remember is entering a cavern through a boat as they try to enter an abandoned research facility that the Gentleman wanted them to clear out for him.
PERSONALITY: "What is it like, being in your head?" It's pretty great!
Jester is a healer that would rather fight, a cleric of the trickery domain ( those that value distruption and trickery, preferring mischief over direct confrontation ) that's open and honest, and a tiefling ( a race that historically has a hard time trusting others ) that's friendly and sociable. Not quite an oxymoron — there are few names that would fit her better — but just strange enough that you can't help but wonder what's going through her mind. Or what she'll do next.
She's spontaneous — which is a dangerous trait when coupled with an excitable, mischievous personality and a blunt tongue. She's never afraid to strike up a conversation with the most unlikely people, inserting herself into the lives of the unwilling. It's almost as if she exists to get in the faces of the surliest. One of the first comments she makes to a someone she's just met is how much he smells — and quickly goes on to advise that he should really take a bath, because if she smelled that badly she would want someone to tell her. A near-stranger explains he'd like to go to the Soltryce Academy, a school for spell casters, and she decides that sounds fun — so, she joins him.
Or maybe it's better to say that she's easily distracted. Which isn't wrong, either — she loses track of conversations that bore her, her attention easily diverted by just about anything within her sights. She has a love for drawing penises on buildings while they're on stakeouts ( and theoretically, she can draw very well, really! ). She shakes the chains her manacles are attached to ( while she gets dragged off to a town prison ) because they jingle. In the middle of a battle, she tries to get the attention of a cat.
In short: it's very hard to take her seriously. She's almost like a persistent, annoying little sister that never really gets off anyone's back until she gets what she wants ( the one that constantly asks stupid, off-topic questions in the middle of important conversations ). Needless to say, not all of her encounters go well — the usual response is to sigh and wave her away, or stare at her with enough confusion that would unnerve a lot of other people.
Which doesn't really bother her. Jester's general demeanor is to go with it, but make it better; she loves to say yes to whatever stupid, inane thing someone asks her to do ( and then, of course, proceed to add her own ridiculous story on top ). It doesn't matter if she's being lied to ( though she does know at times, because she's not stupid ) — she'll take someone's words at face value and act on it, just to see how things play out. That is not to say that she waits for trouble to come to her; she's just as guilty of instigating. She'll make extremely flirtatious remarks just to fluster people. When they're at a shop, she rearranges all the price tags on the shelves. She actively cheats at cards in an attempt to win, but doesn't seem all that upset when she's caught; instead, she's wishes she could play more.
It's hard to say how much of this is an act, and how much of it is her true personality; either way, she doesn't seem to mind losing a few coin, getting strange looks, or being called a lunatic. Once again, living up to her namesake — Jester is here to have a good time.
And she does! She delights herself in the smallest things, whether that's talking about hamster-sized unicorns, staring at the way some cobwebs seem to catch light, or having some "really good", if really stale, donuts. Even while traveling with shady, slow-to-trust ( and slower-to-like ) individuals, she's the only person that is liked and trusted by everyone in the party. Her positivity is radiates off of her — she's surprisingly charismatic for someone that can be so annoying. She very much acts like someone seeing the world for the first time — and that kind of excitement tends to be infectious.
Except — if it hadn't already — all of this works as a double edged sword. Her lows, when they come, are just as intense as her highs. Whether that's due to money she requested from her mother not arriving, or the accidental death of someone that shouldn't have died, she doesn't handle disappointment or unexpected failure very well; she needs the entire party to pick her back up, just like how she needs the rest of the party to rein her in. Her childish streak doesn't end there, either: she grumbles about having to heal a child ( instead of fighting monsters ), while the child is right in front of her. She has no problem complaining about how a large sum of money — that some have never seen in a life time — is nothing more than pocket change to her. None of these things are in an attempt to hurt — no one would look at Jester and think that she's cruel or spiteful — but at the heat of the moment, she gets wrapped up in a very childish mindset.
She also seems to detest the idea of being left behind — it's not hard to tell her upbringing had everything she wanted except company. Jester looks crushed when her usual roommate jumps at the chance of getting a solo room, for one. She firmly believes that her mother loved her dearly, despite having kept her hidden for her entire life; regardless of whether or not those reasons were justified, it's as though she refuses to believe any other alternative. Then there's her patron god, the Traveler — the supposed first friend she's ever had, and someone she sings nothing but praises for ( regardless of his intentions ). So when his once-frequent visits stop almost completely — as a result of her traveling with others, she believes — she pleads with him to be not upset with her, going as far as to offering to leave them if that's what he wanted.
No matter how you look at it, Jester still has a lot of growing left before she'll tone down her ... very unique marching to whatever drumbeat in her life. But then, she's a tiefling cleric of the trickery domain, so maybe that'll never happen.
ABILITIES: ( I'm sorry about D&D. ) Jester is a level 4 tiefling cleric of the trickery domain! What that means can be broken down to 2 parts: her tiefling side, and her cleric side. In general, she's has a fair bit of knowledge in (fantasy) medicine, and is good at anything that involves the sleight of hand ( pickpocketing, swapping price tags on items at a store, swapping out playing cards, etc ). She's also pretty decent at observing her surroundings, and persuading others. She's supposedly good at painting.
→ AS A TIEFLING:
INVENTORY: → Clothes on her back, which includes everything she's wearing in the official art ( An item of note — the holy symbol to her patron god, the Traveler, which is on her waist ).
→ A bright pink Haversack, which is, in fact, a hammerspace with limitations —
→ Another (not hammerspace) pouch, probably filled with stale donuts and/or donut crumbs.
→ Wand of Smiles
→ A deck of cards
→ A sketchbook
→ Painter's supplies ( which i imagine is some paint, a paint brush, and a paint palette )
→ Healer's kit ( bandages, salves, and splints, with about 6-7 uses left )
→ Disguise kit ( cosmetics, hair dye, and small props )
→ A sickle
→ A hand axe
HATHAWAY.
SUITABILITY: Being the "yes, and" kind of person she is, she tends to start every new adventure (which is what this is, to her) with enthusiasm. While difficult choices or hardships in particular are new to her, she has seen battles and is familiar with the concept of working as a team (especially one where everyone's in it for their own gain). In short — Hathway is just another really big adventure for her! She'll take everything enthusiastically and unfamiliarity won't phase her, while plans not working will. She will worry about her mother at home, the rest of her group still in Zedash, but ultimately she lives for the here and now.
That said she's never been in space and Headquarters is going to be the coolest thing.
INCENTIVE: Lots and lots of gold and donuts. And help finding her dad, if she can have both. If she can't, she'll ( begrudgingly ) take looking for her father.
SPECIALIZATION:
1) Bruiser While she's not bloodthirsty, she definitely wants to be the one that's actively partaking in battle. Despite being a cleric, she does have the capacity for it! She's physically strong, and has a fair arsenal of destructive spells along side her healing ones. While she's not necessarily strategic, she's decisive and is shown to be fearless when running into danger.
2) Negotiator Jester's good with people! Her open and honest nature, while overwhelming at times, makes her extremely personable and likable to the right groups. While situations going south will rattle her, she's generally shown to be adaptable enough to get what she wants. Not only so, she seems to have had a lot of experience talking to people of higher status ( probably due to being around courtesans ), and while her words aren't always the best chosen, she isn't the worst at acting.
WRITING SAMPLES.
NETWORK SAMPLE:
These foxes are really cute, aren't they?? They were kind of scared of us before, but they look like they like us much better now! Except they said some of you guys kind of look like the people that are trying to destroy their home, so they don't want to trust you, apparently.
But they said they like my horns and tails! And so I thought, what if I give everyone who wants to talk to the foxes some horns and tails? I'm really good at make up and disguises, I could make you look just like a tiefling!! And then the foxes would want to come and talk to you!!
So, if you want to have a makeover, you should come find me. I have aaaall the supplies we need, don't worry.
[ The message ends there, except a few more get sent out right after. ]
P.S. This thought speaking thingy is really cool!!!! But the writing isn't very cute, I write much cuter in person.
P.P.S. If you don't know who I am, my name is Jester!
P.P.P.S. May the Traveler be with you always.
ACTION SAMPLE: here.
NAME: jay
CONTACT: charred @ plurk, or pm!
CHARACTER INFO.
NAME: jester
CANON: critical role, campaign 2
AGE: she's old enough to legally read porn, so at least 18 ( i imagine she's early 20s, if not older ).
APPEARANCE: official campaign art!
CANON POINT: end of episode 14 ( title tba )!
BACKGROUND: The wiki article on Jester sums up everything that's been revealed so far! Here is a post that summarizes the setting and political climate of Wildemount & the current location of the party, with another wiki article on the continent of Wildemount itself.
But because the wiki article on her doesn't touch on it: Jester revealed that she's taking her exile from Nicodranis as an opportunity to go and search for her father. She aims to live with him — or at least get to know him — since he's supposed to be cool. Her father had had been a client of her mother, but they had been very, very much in love ( according to her ). To her knowledge, the two had gotten married, and her mother had been pregnant with Jester. Unfortunately, her father disappeared when he went out "to set up the house for them to live in".
That said, Jester doesn't know much about her father, aside from his name ( which has yet to be revealed ), and the fact that he wears a lot of rings on his fingers. While on the search for her father, she ran into Fjord who mentioned he wished to go to the Soltryce Academy to learn more about his new powers. She decided to join him on his journey up north ( because why not, really? ), where they meet a number of strangers that they end up travelling with! Together, the 7 of them, named the Mighty Nein, save a circus from getting blamed for a murder committed by one of their acts, save another small town from gnolls ( and a cult that seemed to use these gnolls, somehow ), and have currently reached the city of Zadash.
In Zadash, they seemed to have gotten involved with a group of ... not quite rebels, but citizens that are unhappy with the rule. The Knights of Requital request their help and undo some of the corruption of power in the city. This mostly involves a heist mission, planting letters that incriminate two high-ranking government officials in an attempt to get them removed from the position. At the end of their heist ( which is happening a night of celebrations in the nicer power of town ), they watch a spire in the city center get blown up, and the city ends up in high alert as a result.
So while they're locked down — they decide to nose around the city some more, introducing themselves to a powerful smuggler & crime lord called "the Gentleman" who seems to be happy to give them some work, in return for getting the authorities off the Might Nein's backs. The last thing Jester will remember is entering a cavern through a boat as they try to enter an abandoned research facility that the Gentleman wanted them to clear out for him.
PERSONALITY: "What is it like, being in your head?" It's pretty great!
Jester is a healer that would rather fight, a cleric of the trickery domain ( those that value distruption and trickery, preferring mischief over direct confrontation ) that's open and honest, and a tiefling ( a race that historically has a hard time trusting others ) that's friendly and sociable. Not quite an oxymoron — there are few names that would fit her better — but just strange enough that you can't help but wonder what's going through her mind. Or what she'll do next.
She's spontaneous — which is a dangerous trait when coupled with an excitable, mischievous personality and a blunt tongue. She's never afraid to strike up a conversation with the most unlikely people, inserting herself into the lives of the unwilling. It's almost as if she exists to get in the faces of the surliest. One of the first comments she makes to a someone she's just met is how much he smells — and quickly goes on to advise that he should really take a bath, because if she smelled that badly she would want someone to tell her. A near-stranger explains he'd like to go to the Soltryce Academy, a school for spell casters, and she decides that sounds fun — so, she joins him.
Or maybe it's better to say that she's easily distracted. Which isn't wrong, either — she loses track of conversations that bore her, her attention easily diverted by just about anything within her sights. She has a love for drawing penises on buildings while they're on stakeouts ( and theoretically, she can draw very well, really! ). She shakes the chains her manacles are attached to ( while she gets dragged off to a town prison ) because they jingle. In the middle of a battle, she tries to get the attention of a cat.
In short: it's very hard to take her seriously. She's almost like a persistent, annoying little sister that never really gets off anyone's back until she gets what she wants ( the one that constantly asks stupid, off-topic questions in the middle of important conversations ). Needless to say, not all of her encounters go well — the usual response is to sigh and wave her away, or stare at her with enough confusion that would unnerve a lot of other people.
Which doesn't really bother her. Jester's general demeanor is to go with it, but make it better; she loves to say yes to whatever stupid, inane thing someone asks her to do ( and then, of course, proceed to add her own ridiculous story on top ). It doesn't matter if she's being lied to ( though she does know at times, because she's not stupid ) — she'll take someone's words at face value and act on it, just to see how things play out. That is not to say that she waits for trouble to come to her; she's just as guilty of instigating. She'll make extremely flirtatious remarks just to fluster people. When they're at a shop, she rearranges all the price tags on the shelves. She actively cheats at cards in an attempt to win, but doesn't seem all that upset when she's caught; instead, she's wishes she could play more.
It's hard to say how much of this is an act, and how much of it is her true personality; either way, she doesn't seem to mind losing a few coin, getting strange looks, or being called a lunatic. Once again, living up to her namesake — Jester is here to have a good time.
And she does! She delights herself in the smallest things, whether that's talking about hamster-sized unicorns, staring at the way some cobwebs seem to catch light, or having some "really good", if really stale, donuts. Even while traveling with shady, slow-to-trust ( and slower-to-like ) individuals, she's the only person that is liked and trusted by everyone in the party. Her positivity is radiates off of her — she's surprisingly charismatic for someone that can be so annoying. She very much acts like someone seeing the world for the first time — and that kind of excitement tends to be infectious.
Except — if it hadn't already — all of this works as a double edged sword. Her lows, when they come, are just as intense as her highs. Whether that's due to money she requested from her mother not arriving, or the accidental death of someone that shouldn't have died, she doesn't handle disappointment or unexpected failure very well; she needs the entire party to pick her back up, just like how she needs the rest of the party to rein her in. Her childish streak doesn't end there, either: she grumbles about having to heal a child ( instead of fighting monsters ), while the child is right in front of her. She has no problem complaining about how a large sum of money — that some have never seen in a life time — is nothing more than pocket change to her. None of these things are in an attempt to hurt — no one would look at Jester and think that she's cruel or spiteful — but at the heat of the moment, she gets wrapped up in a very childish mindset.
She also seems to detest the idea of being left behind — it's not hard to tell her upbringing had everything she wanted except company. Jester looks crushed when her usual roommate jumps at the chance of getting a solo room, for one. She firmly believes that her mother loved her dearly, despite having kept her hidden for her entire life; regardless of whether or not those reasons were justified, it's as though she refuses to believe any other alternative. Then there's her patron god, the Traveler — the supposed first friend she's ever had, and someone she sings nothing but praises for ( regardless of his intentions ). So when his once-frequent visits stop almost completely — as a result of her traveling with others, she believes — she pleads with him to be not upset with her, going as far as to offering to leave them if that's what he wanted.
No matter how you look at it, Jester still has a lot of growing left before she'll tone down her ... very unique marching to whatever drumbeat in her life. But then, she's a tiefling cleric of the trickery domain, so maybe that'll never happen.
ABILITIES: ( I'm sorry about D&D. ) Jester is a level 4 tiefling cleric of the trickery domain! What that means can be broken down to 2 parts: her tiefling side, and her cleric side. In general, she's has a fair bit of knowledge in (fantasy) medicine, and is good at anything that involves the sleight of hand ( pickpocketing, swapping price tags on items at a store, swapping out playing cards, etc ). She's also pretty decent at observing her surroundings, and persuading others. She's supposedly good at painting.
→ AS A TIEFLING:
→ She has the ability to see in natural darkness as though it's dimly lit, and in dim light as though it's regular brightness. Everything will be in black and white ( Darkvision ).→ AS A CLERIC:
→ She's resistant to fire ( Hellish Resistance ).
→ She can cast a cantrip called Thaumaturgy, which does something entirely harmless but mysteriously supernatural. This includes things like: thunder, suddenly opening/closing unlocked windows and doors, dimming/flickering lights, causing tremors on the ground, or changing her eye color.
→ Once a day, she also can surround someone in "hellish flames", which will hurt them — though for her, it's ice instead of fire. ( Hellish Rebuke ).
Jester is able to give an ally the Blessing of the Trickster, which essentially allows them to be extra sneaky for about an hour.
All of her spells as a cleric are powers given to her by the Traveler. While there are rules for how many spells she can use per day, for the sake of simplicity, I'd like to just say that if after using her magic frequently / for some time, she'll find that she's no longer able to cast spells until she rests for a while. If this is an issue at all, please let me know! All her spells must be spoken verbally, with its accompanied action.
CANTRIPS
→ Sacred Flame: Flames descend on a creature, damaging them if they can't get out of the way.
→ Toll the Dead: The sound of bells fill the air to hurt a target — if the target has been hurt already, then the bells will have a greater effect.
LEVEL 1
→ Guiding Bolt: A bolt of light flies to a creature.
→ Cure Wounds: Any creature that she touches will regain some health ( this is the only healing spell she knows ).
→ Disguise Self: For an hour, Jester casts an illusion on herself to change her appearance. This will not hold up physically, and she can only make herself up to one foot taller/shorter. Sharp eyes can see through this.
→ Charm Person: For an hour, an individual will treat her like a "friendly acquaintance". The spell ends if she or her companions harm them in anyway, and they will know that they have been charmed once the spell's over. This can be resisted.
→ Detect Good and Evil: For 10 minutes, she learns the location of any holy or evil being/magical item within 30 feet of her.
→ Inflict Wounds: Upon touch, she inflicts wounds ( ... ) on another creature.
LEVEL 2
→ Spiritual Weapon: Jester creates a floating, spectral weapon for about a minute that she controls. Her's takes the form of a giant lollipop.
→ Mirror Image: She creates 3 duplicates of herself that seem to be constantly shifting around her.
→ Zone of Truth: Individuals within a 30 feet wide sphere cannot speak a lie for 10 minutes. They are able to evade questions, and all individuals are aware that the spell is affecting them. This spell can be resisted.
Finally, she is able to cast one of these two spells once per day:
→ Invoke Duplicity: She creates a perfect, controlled illusion of herself for about a minute. Her spells can appear as though they have come from the illusion, but they must still use Jester's sight and touch.
→ Turn Undead: Undead creatures will run away from her for about a minute.
INVENTORY: → Clothes on her back, which includes everything she's wearing in the official art ( An item of note — the holy symbol to her patron god, the Traveler, which is on her waist ).
→ A bright pink Haversack, which is, in fact, a hammerspace with limitations —
This backpack has a central pouch and two side pouches. Each side pouch can hold up to 20 pounds / 2 cubic feet of material. The large central pouch can hold up to 8 cubic feet / 80 pounds of material. The Backpack always weighs 5 pounds regardless of its contents.At the time of arrival, this will probably be empty aside from the remainder of her belongings, listed below. If this isn't allowed, she'll just have a regular, pink backpack.
→ Another (not hammerspace) pouch, probably filled with stale donuts and/or donut crumbs.
→ Wand of Smiles
3 charges, action to expend 1 charge and target a humanoid you can see within 30 ft of you. The humanoid must make a DC 10 CHA saving throw or be forced to smile for 1 min. The wand regains all expended charges at dawn - if last charge expended, roll a d20, on a 1 the wand transforms into a wand of scowls.I'll be nerfing the last bit entirely ( the wand will become useless until dawn ), and she won't have more than a single use per day ( when used against PCs, I'll be getting their permission ).
→ A deck of cards
→ A sketchbook
→ Painter's supplies ( which i imagine is some paint, a paint brush, and a paint palette )
→ Healer's kit ( bandages, salves, and splints, with about 6-7 uses left )
→ Disguise kit ( cosmetics, hair dye, and small props )
→ A sickle
→ A hand axe
HATHAWAY.
SUITABILITY: Being the "yes, and" kind of person she is, she tends to start every new adventure (which is what this is, to her) with enthusiasm. While difficult choices or hardships in particular are new to her, she has seen battles and is familiar with the concept of working as a team (especially one where everyone's in it for their own gain). In short — Hathway is just another really big adventure for her! She'll take everything enthusiastically and unfamiliarity won't phase her, while plans not working will. She will worry about her mother at home, the rest of her group still in Zedash, but ultimately she lives for the here and now.
That said she's never been in space and Headquarters is going to be the coolest thing.
INCENTIVE: Lots and lots of gold and donuts. And help finding her dad, if she can have both. If she can't, she'll ( begrudgingly ) take looking for her father.
SPECIALIZATION:
1) Bruiser While she's not bloodthirsty, she definitely wants to be the one that's actively partaking in battle. Despite being a cleric, she does have the capacity for it! She's physically strong, and has a fair arsenal of destructive spells along side her healing ones. While she's not necessarily strategic, she's decisive and is shown to be fearless when running into danger.
2) Negotiator Jester's good with people! Her open and honest nature, while overwhelming at times, makes her extremely personable and likable to the right groups. While situations going south will rattle her, she's generally shown to be adaptable enough to get what she wants. Not only so, she seems to have had a lot of experience talking to people of higher status ( probably due to being around courtesans ), and while her words aren't always the best chosen, she isn't the worst at acting.
WRITING SAMPLES.
NETWORK SAMPLE:
These foxes are really cute, aren't they?? They were kind of scared of us before, but they look like they like us much better now! Except they said some of you guys kind of look like the people that are trying to destroy their home, so they don't want to trust you, apparently.
But they said they like my horns and tails! And so I thought, what if I give everyone who wants to talk to the foxes some horns and tails? I'm really good at make up and disguises, I could make you look just like a tiefling!! And then the foxes would want to come and talk to you!!
So, if you want to have a makeover, you should come find me. I have aaaall the supplies we need, don't worry.
[ The message ends there, except a few more get sent out right after. ]
P.S. This thought speaking thingy is really cool!!!! But the writing isn't very cute, I write much cuter in person.
P.P.S. If you don't know who I am, my name is Jester!
P.P.P.S. May the Traveler be with you always.
ACTION SAMPLE: here.