sketchery: (016)
2019-04-23 03:48 pm

( PRISMA MIGHTY NEIN GROUP CHAT )

jester lavorre added caduceus clay, caleb widogast, fjord, mollymauk tealeaf, and yasha to the group chat.

jester lavorre renamed the chat to: THE MIGHTY NEIN
( art. )
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2019-04-13 09:55 pm

cr cast inbox code

for the prisma cr cast!!!
step 1 take this code:

step 2 find your character here.
step 3 fill in the blanks, aka the parts in CAPITALS (IMGURL, NAME, HOUSING, BLESSING).
step 4 now you match!!!
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2019-03-19 09:56 am

overflow

things will exist here, maybe
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2019-03-19 09:54 am

( prismatica ic inbox )

video audio text delivery
jester lavorre critical role
residential district text
moonblessing cordis
( art. )
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2019-03-14 01:45 pm

SPELL LIST.

AS A NOTE: this is not the full cleric spell list, but just what laura has used in the past. surely she'll never need more than this.
CANTRIPS
mending: Repairs a broken object, if the damage is no bigger than a foot. Cannot restore magic or writing.
sacred flame: Deals radiant damage. This gets stronger as she does.
spare the dying: Pulls someone from the brink of death, stabilizing ( but not healing ) them. Won't work if they're dead.
toll the dead: Deals necrotic damage — if the target has been hurt already, the bells will have a greater effect. This gets stronger as she does.
thaumaturgy: Does something harmless but supernatural. This includes things like: creating whispers, magnifying her voice, suddenly opening/closing unlocked windows and doors, dimming/flickering lights, causing tremors on the ground, or changing her eye color. ( tiefling trait. )

LEVEL 1
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. Lasts 1 hour.
create/destroy water: Create / destroy up to 10 gallons of water.
cure wounds: Heals someone she touches.
disguise self: Jester casts an illusion on herself to change her appearance, including a difference of 1 foot from her original height (taller/shorter). This will not hold up physically. Sharp eyes can see through this. Lasts 1 hour.
detect good and evil: She divines the location of any holy or evil being/magical item within 30 feet of her. Last 10 minutes.
guiding bolt: A bolt of radiant energy. If the spell connects, the next attack on the target is easier to land.
inflict wounds: Upon touch, she inflicts wounds on another creature.
healing word: Slightly heals an individual within her line of sight ( that can hear her ).
sanctuary: If a foe tries to attack the spell's target, there's a chance they can get confused and have to pick a new target. Last 1 minute.

LEVEL 2
hold person: A humanoid target is paralyzed. This can be resisted. Lasts 1 minute.
lesser restoration: Heals most status ailments ( paralysis, confusion, poison, etc ), and most minor illnesses.
locate object: She can sense the direction of the object's location with 1000 feet of her. Lasts 10 minutes.
mirror image: She creates 3 duplicates of herself that seem to be constantly shifting around her.
pass without trace: Makes allies within 30 feet of her extra stealthy. Lasts 1 hour.
prayer of healing: Up to 6 creatures in her line of sight, within 30 ft of her receive a significant amount of healing. Takes 10 minutes to cast.
spiritual weapon: Jester creates a floating, spectral weapon ( a lollipop ). Lasts 1 minute.
zone of truth: Individuals within a 30 feet wide sphere cannot deliberately lie. They are able to evade questions, and all individuals are aware that the spell is affecting them. This spell can be resisted, and lasts 10 minutes.

LEVEL 3
blink: Has the chance to disappear from this realm of existence once every 6 seconds. She'll reappear 6 seconds later, and has the chance to disappear again. She can willingly dismiss the spell at any point. Lasts 1 minute.
create food & water: Create up to 45 pounds of food and 30 gallons of water — it spoils in a day, and doesn't taste like anything.
daylight: A point of her choosing will emit dim light for up to 60 ft. If cast on an object, the object will be bright and can be carried around. it can banish any weaker magical darkness. Lasts 1 hour.
mass healing word: Instantly heals up to 6 creatures for a small amount of healing.
revivify: She can touch a recently deceased character ( < 1 minute ) and bring them back to life. This does not restore missing body parts, and will not work if they passed of old age. Requires a significantly valuable diamond to work.
sending: A short message ( < 25 words ) can be sent to anyone in the same plane of existence. If the target can recognize her, they can reply back once.
speak with dead: She can ask a corpse 5 questions, and they can answer in any way the corpse would deem fit. If the spell has been cast on the corpse in the last 10 days, it cannot be recast. If the corpse could not speak when they were alive, it won't work.
spirit guardians: A crowd of spiritual hamster unicorns and seahorses with horns are summoned to float around her — if an enemy gets within 15 feet of her, their speed is halved, and take more damage the longer they stay within the 15 foot bubble. Lasts 10 minutes.

LEVEL 4
control water: She can flood, redirect, part, or create a whirlpool in an existing body of water inside a 100 feet area. Lasts 10 minutes.
dimension door: She + a willing creature of her size can be teleported up to 500 feet away. This can be a location she can see, she can describe ( 200ft upward, 60ft below, etc ), or a location she can visualize. If someone is occupying the space, the spell fails and they take damage.
polymorph: She can turn herself, a willing creature, or potentially an unwilling creature into a beast weaker than her. The target will inherit all abilities of the creature they've been turned into, only keeping their personalities. The form lasts the duration of the spell, until Jester dismisses it, or if their form's HP hits zero. Lasts 1 hour.
banishment: She can banish a creature to another plane of existence. If they're native to the plane, they'll only be gone for a minute; if they're not native, they'll return to where they came from.

Finally, she is able to cast two of these three spells per day:
cloak of shadows: She can be invisible for about 6 seconds
invoke duplicity: She creates a perfect, controlled illusion of herself. Her spells can appear as though they have come from the illusion, but they must still use Jester's sight and touch. Lasts 1 minute.
turn undead: Undead creatures will run away from her. Lasts 1 minute.
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2019-03-11 11:55 am

prisma app

CHARACTER
NAME: jester lavorre
CANON: critical role ( campaign 2 )
CANON POINT: end of episode 51 — xhorhas.
AGE: early-mid 20s
BACKGROUND: here!

PERSONALITY:
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. She's spontaneous — a dangerous trait when combined 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.

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 short: it's very hard to take her seriously.

Which doesn't really bother her, even if it looks like it should. Jester's the embodiment of the improv tactic, "yes, and"; she loves to say yes to whatever stupid, inane thing someone asks her to do. 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. Jester's honestly just here to have a good time.

And she does! Positivity is radiates off of her — she's surprisingly endearing for someone that can be so annoying. Her way that she wears her heart on her sleeve, the sheer amount of empathy she has when people around her suffer — it's infectious. She's honest when it matters, genuinely caring when necessary. She may not like to heal, but emotional support is something she excels at. This also works as a double edged sword; she instinctively tries to brush off negative emotions in the hope that it'll keep everyone around her happy. It's not necessarily altruism, and she's not interested in being a martyr — it's just how she sees herself in the world.

Except, again, she wears her heart on her sleeve — Jester's mask is not infallible. Failures and disappointments can crack it pretty easily, despite her best attempts otherwise. She's childish, she's petty, she gets easily jealous, she hates the thought of being left out, of being replaced. 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.

POWERS/ABILITIES:

Jester is a level 8 tiefling cleric of the trickery domain! What that means can be broken down to 3 parts: her tiefling side, her cleric side, and everything else ( in advance, i'm sorry about D&D mods ).

AS A TIEFLING:
→ She sees in natural darkness as though it's dimly lit, and in dim light as though it's well-lit. Everything will be in black and white ( Darkvision ).
→ She's resistant to cold damage ( Hellish Resistance ).
→ She can cast a cantrip called Thaumaturgy, which does something harmless but supernatural. This includes things like: creating whispers, magnifying her voice, suddenly opening/closing unlocked windows and doors, dimming/flickering lights, causing tremors on the ground, or changing her eye color.
→ Once a day, she can counter-attack someone with a bunch of ice shards. ( Hellish Rebuke ).
AS A CLERIC:
Jester is able to give an ally the Blessing of the Trickster, which lets them be extra sneaky for about an hour. Her weapon attacks are poisonous ( Divine Strike ).

She's also a spell caster! her list of spells can be found here. Any spells that affect another character will be used with player permission, and Banishment in particular won't send anyone back to their world! If there are other nerfs that should be made, please let me know.

EVERYTHING ELSE:
→ her talents lie in deception, (fantasy) medicine, persuasion, and sleight of hand. she's also very good at forgery, for some reason.
→ speaks common & infernal.
→ she's also an artist! she paints and sketches primarily.
→ she's significantly stronger than the average person — like pick-full-grown-men-up-out-of-the-water-easily strong.

INVENTORY:
→ (1) bright pink Haversack — hammer space with limitations. 2 side pouches can hold up to 20 pounds / 2 cubic feet each. 1 large central pouch can hold up to 8 cubic feet / 80 pounds. always weighs 5 pounds. inside:
→ (1) marvelous pigments — anything she draws with this brush + pot of paint will become real object, though it cannot be valuable, magical or living. there's paint enough to cover about 1000sq ft in the pot. ( If used for plot relevant stuff, will ask for mod permission. I'm happy to further nerf this / cut down on the amount she has! )
→ (1) wand of smiles — basically forces another humanoid to smile against their will for a short time. I'll be using this with player permission!
→ (1) painter's supplies — which i imagine is some paint, a paint brush, and a paint palette.
→ (1) medieval tattoo kit
→ (1) sketchbook
finally, she has sprinkles the crimson weasel that lives in her hood. she also has nugget the blink dog, that can teleport small distances ( ~10ft ) at will ( read: randomly ).
MOONBLESSING: cordis!
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2019-02-10 01:14 am

cr chart

letters to the traveler.

code.
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2019-01-29 11:26 pm

geosurge inbox.

shit! fuck! shit!
( sending, message, and other magic-based communication only. )

( art. )

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2018-10-26 10:48 am

(no subject)

jester: i'm THE cleric?!? i've never traveled with a bunch of people i thought would die in front of me!
APP HMD PERMISSIONS JAY






Player Name: jay
Age: 21+
Contact: PMs, please!
Timezone: EST
Other character currently in game: N/A






Character name: jester lavorre
Age: unknown. at least 18, i imagine early 20s.
Canon: critical role
Canon point: end of episode 39 — temple of the false serpent.
History: Wiki link

Three key adjectives: candid, spontaneous, naive

Influential Events:

→ her childhood.
Jester's existence is hidden from the rest of the world, and she spends much of her childhood alone in a room. she's just a daughter of the coast-famous courtesan; and if it gets out that a coast-famous courtesan has a child, well— that's the end of that career.

that said — while she's hidden, nothing is hidden from her. Jester has a very clear idea of who her mother is, what she does, and the fact that she's good at it. she grows up without the taboo of sex, but with an understanding of how to read people, how to keep them company. above all— she knows that she is loved by her mother; and knows if anyone tries to tell her otherwise, they simply don't know what they're talking about. still, the most important take away is that she grows up alone.

the good news is that she can't miss what she's never had; the bad news is that while she reads people better than she lets on, while she can empathize with someone she barely knows, that's the extent of her social graces ( but more on that later ).

→ the cleric of Traveler.
one day, the Traveler visits her; then comes back, day after day. a magical, hooded figure that suddenly appears in her room to teach her magic and keep her company when her mother cannot ( only when her mother cannot ) — what's not to love? young, impressionable, gullible Jester adores him on sight. he's funny, he's cool, he's powerful, and most importantly he calls her his favorite ( and for someone who has only grown up with the affections of her mother, those words are powerful ).

they make a — promise, of sorts. for all the magic that he teaches her, she'll do her best to make sure more people learn about how great he is. spread the influence of the Traveler by playing tricks on the unsuspecting, disrupt the way things are. make people's lives a little more spontaneous, escalate with an easy "yes, and" to absolutely everything. it's an excellent promise in Jester's eyes, just a little more incentive to live the life she already leads; so she accepts. and from that point forward, she and the Traveler are the best of friends. and while she meets many, many people that quickly become her friend, she's ready to leave them at a moment's notice if it's for the mysterious figure in the green cloak.

( but for a cleric of of the Traveler, Jester definitely doesn't like healing. )

→ meeting Fjord.
speaking of meeting a lot of people—

the long and short of it is that Jester plays a prank that goes too far, and now she's wanted in the city that she's called home her entire life. she takes this brand-new exile as an opportunity to look for her long-last dad. while it kickstarts a lot of things, it's the next thing that's a little more important:

she meets a half-orc who is fascinated by all the super cool magic she has, along with a little magic of his own. he mentions that he's looking to go to the heart of the Empire to learn a bit more about his new magic, and Jester is nothing if easily distracted. so she meets her very first ( mortal ) friend.

while Fjord may never be as great as the Traveler, Jester still loves him dearly; she accepts him with little condition ( though to be fair, she doesn't have a whole lot of conditions in the first place ). except — the title of the very first friend is something she unconsciously puts a lot of weight on. she's grown up as the sole receiver of any attention from her mother and Traveler, so some part of her expects the same from Fjord.

which is to say — while she's confident and sociable, she's not too different than a child learning how to form relationships for the first time. she's intensely possessive of the people she cares about; her mother, the Traveler, Fjord, and the rest of the Mighty Nein, once she meets them. it's all in different ways — sadness when Beau looks like she's ready to ditch their roommate arrangement, envious fury when someone begins to flirt heavily with Fjord, devastation when it looks like the Traveler doesn't speak to her regularly. some of Jester's best traits are from the childish wonder she harbors in everything she does, but that same childishness breeds some of her ugliest traits, too.

→ the argument with Caleb.
here's the thing: she quickly gets branded a weirdo from the moment she meets the rest of the Mighty Nein, but it's that same quirkiness that has this shady group of assholes warm up to her the fastest. they're not good people, none of them are, with their headstrong ideas and vices and histories, but they manage to find company in each other.

unfortunately, it's not always perfect.

for context: Jester expects a package from her mother, filled with funds for her trip ( since her initial sum had been spent immediately ). given the distance between her home and her current location, it doesn't arrive as soon as she'd expect them to. unsurprisingly, this is absolutely devastating.

again — Jester, for as quickly as she can empathize with situations she's familiar with, she's absolutely awful at understanding anything that's not. she doesn't have the experience to understand why her being frustrated for not being handed a large sum of money is ... unbelievable to someone like Caleb. and it's the misunderstanding that has her say some pretty insensitive things. it's not a pretty fight — because with the childishness comes the stubbornness — but this is the first time she really shows her capacity to grow.

she's upset when Caleb storms off. she apologizes the next time she gets the chance to speak to him, and tries to be a little smarter with her money ( just a little; she's still excited by the most ridiculous of things, and will always turn a blind eye to getting scammed if it means it'll be fun ). it takes something explosive and dramatic before the lesson goes through ( over something that's relatively minor, let's be honest ), but the important thing is that it happens.

→ kidnapped!
( or specifically, what happens after. )

getting kidnapped by a bunch of traffickers should be a traumatic experience. while the rest of the party scrambles to find them, they can all think of one thing; Fjord and Yasha will be fine, but Jester?

the kick is that Jester is the least affected.

she springs up right away from the little cell she's been kept in; immediately begins to chat away about how she and Fjord were making eyes all night at each other. the party finds it unsettling, but to Jester? it's just how Jester is. she feels abandoned by the Traveler, her friend is dead, and she's gone through what is easily the worst thing in her life — but from that comes an extreme desire to make sure everyone else is happy.

it's important to mention this isn't martyrdom; Jester has no interest in sacrificing herself for the sake of others. she really is just acting the way she'd normally act. she knows, by acting her regular, upbeat self, she's able to instill a sense of normalcy in the party; and she needs that to work in order to cope ( and that's probably the most unsettling bit of all ).


Link to Samples: Link to Sample 1; Link to Sample 2.





Chosen path: ( the ) cleric.
3 Abilities:
→ spiritual weapon (canon)
a floating, spiritual lollipop that lasts for about a minute. the lollipop has movement independent of jesters to a certain degree, but it can only be controlled within her line of sight. the official D&D ruling is that the weapon will deal more damage when casted at higher levels, but I'd like to imagine it lasts longer the more powerful she gets, as well!
→ channel divinity
→ zone of truth.
Why this path?: don't get me wrong — she'd be unhappy in a purely supportive role ( and she'd be hilarious as a dancer ), but that doesn't mean i'm done with this particular path yet. kind of like how she grew from her argument with Caleb, i think there's a lot that can be played out as a healer that is reluctant to heal, and i want to keep exploring that before moving on. a balance can be achieved! and having her find that balance would be an interesting development for her.

also, her connection to the traveler is extremely important! while i imagine apping into the game makes playing out their interactions difficult, i'd like to avoid playing out the loss of someone so integral to her identity and happiness ( at the moment ). so! her deity is still the traveler, and i'm happy to make up whatever IC excuse for why she can't talk to him all the time.


blurb code by photosynthesis
sketchery: all of these are made by ambi - please ask before taking! (Default)
2018-09-16 05:22 pm

(no subject)

> PLAYER INFORMATION
NAME: jay
PRONOUNS: she/her
AGE: 21+
CONTACT: pms!

> CHARACTER INFORMATION
NAME: jester lavorre
CANON: critical role
AGE: unknown, but it was confirmed she's at least 18. ( i imagine her to be early 20s )
CANON POINT: lmfao lord

HISTORY: 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.

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.

CRAU: n/a

SPECIES: tiefling — details here.
APPEARANCE: official campaign art!
SKILLS:
• she's exceptionally strong — the best canon example seems to be when she carries two, unconscious adult bodies with no problem.
• she's resilient to the cold! normally her tiefling blood would make her resistant to the heat, but with her it's the cold. if this is something that will be removed upon her arriving, that's fine!
• she's an artist — painting, sketching, and drawing are her specialties.
• she speaks common, infernal
• more, probably

NEW POWER:
POWER REASONING:

> SAMPLES
SAMPLE ONE:
SAMPLE TWO:
sketchery: legit i'm just back in blue hell, these icons are so blue (002)
2018-04-15 01:16 pm

ic inbox.

username:
JESTER!
📷


sketchery: all of these are made by ambi - please ask before taking! (Default)
2018-04-13 12:42 am

permissions



IC INFO.
CHARACTER: jester
SERIES: critical role
AGE: early-mid 20s.
HEIGHT: 5'3, bless canon heights
NOTABLE FEATURES: blue skin, purple eyes, horns on her head, a tail. she's a tiefling, folks.
PERSONALITY: cheerful, loud, chaotic. she's absolutely here to live her life to the fullest and march to the beat of her own drum. loves to stick her nose into things that aren't her business and weasel conversations out of unwilling conversation partners. surprisingly insightful for someone who only has one braincell on a good day. has enough emotional availability for two people at all times. very good at cheering people up, but hates healing. have you heard of our lord and savior the traveler?

IC PERMISSIONS.
PHYSICAL AFFECTION: absolutely
ROMANCE: absolutely
SEX: if it happens ( and knowing her, it'll happen eventually ), fade-to-black please.
PHYSICAL VIOLENCE: absolutely
TELEPATHY: absolutely
OTHER NOTES: sorry for her in advance x2
OOC INFO/PERMISSIONS.
PLAYER: jay
CONTACT: PMs are fine!
AVAILABILITY: EST. my life is a constant mess but chances are i'm around
BACKTAGGING: please
FOURTHWALLING: as long as there's no direct mention to critical role. if unsure, please ask!
ACTION VS PROSE: i default to action, lemme know if you want prose
OFFENSIVE SUBJECTS: nope, check with me if you're not sure

art
sketchery: all of these are made by ambi - please ask before taking! (Default)
2018-04-13 12:22 am

hmd!

i have no idea what i'm doing, she's a mess.
anon on, comments screened, and ip logging off.
sketchery: (004)
2018-04-08 08:49 pm

(no subject)

APPLICANT 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:
→ 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 ).
→ 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 ).
AS A CLERIC:
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.