flask: (hes gotta play a part)
there is no comma, it's just nott the brave ([personal profile] flask) wrote2018-07-04 10:13 pm

app for [community profile] elnysa

OOC


Handle: Javid
Contact: [plurk.com profile] erlking or discord @ javid#6941
Over 18? y
Characters Played: n/a

THE CHARACTER


Character Name: Nott
Series: Critical Role
Canon Point: Episode 25: Divergent Paths
Character Age: Nott doesn't know her age, but estimates herself to be around 6-9. Goblins have a lifespan of about 45 years or so, give or take a few. As a result, they age physically at a faster rate than real world humans. Nott describes herself to be "of child-bearing age" and is treated as an adult as long as she's not using her small size to pretend to be a child, so that would put her at around 18-22 or so in human years.
Background: wiki link

Personality: Nott may be a goblin, and certainly looks the part, even has a few traits historically associated with goblins. But she is still really, really bad at being a goblin, to the point that she was shifting jobs all around her clan before they could find somewhere to put her and forget about her. She never felt like she belonged, always too uneasy about hurting, torturing, killing, or eating innocent people (dear gods she hated eating people). She detests other goblins and does not bat an eyelash toward killing them, and on some level even enjoys symbolically getting back at her clan for how they hurt the halfling she befriended.

Nott doesn't particularly hate herself -- she just hates what she is. She hates looking down and seeing her four-fingered hands, her green skin, her clawed fingernails. She wants to enjoy things like dancing at a party or having a nice relaxing time at a cafe or playing pranks. She likes simple pleasures and joking around and laughing. She wants, more than anything, to live like a "normal" person, but she can't for many reasons.

One of them is her very goblin-like kleptomania. After growing up with the clan for so long, Nott finds herself drawn to shiny, pretty things and needs to have them for herself, to the point that she will sometimes have to drink to quell the urges she gets. If she goes too long without stealing something, she'll start to get that familiar itch, and the only thing that can stave that off is alcohol. She's a dictionary definition of an alcoholic, coping with every little thing with booze, generally opting for hard liquor not for the taste, never for the taste, but for the sole purpose of getting as drunk as possible as fast as possible. She always carries with her at least one flask, and has in the past mixed random alcohol from different locations in the same one just to ensure it's as full as possible at all times.

Drinking also helps her avoid her fearful disposition, as she, despite her self-imposed title Nott the Brave, is absolutely a coward. She explains that there is no comma, and it's thus read as "not the brave". She avoids danger no matter what, and has an intense fear of many things, including, notably, water. During battle, she prefers to keep her distance and hide behind cover, firing off her trusty crossbow a few times before slinking back into the shadows and out of danger. The one thing that can help her overcome her fear is drinking, and when she becomes intoxicated, she will lose almost all of her anxieties and stumble forward straight into the fray, such as when she drunkenly scouted ahead on her own in the gnoll mines after soberly refusing to do so.

Nott is smart in some ways, but she's... pretty dim, kind of gullible, and not the greatest with logic. She tends to make wild assumptions, usually paranoid ones that involve everyone around her secretly plotting to kill her. She opts for safe, easy decisions, without really thinking them all the way through as to whether they're the best or smartest decisions. She's easily impressed by anyone who does seem smart to her, especially Caleb. She also is a sucker for anyone who proves themselves by being genuinely nice to her, such as Jester, who she attached herself to very quickly compared to the other members of the Mighty Nein, who she still doesn't trust fully.

It's extremely hard to get Nott to trust a person, after all, and most of the Nein she's only known for a month at this point. While she knows she can depend on them for the most part, she is definitely waiting for the other shoe to drop with all of them. Her anxieties about her appearance and belief that people are generally bad get in the way of basically any strong friendship forming between her and others, even if Jester has pleasantly surprised her thus far. However, the only reason Nott remains with the Mighty Nein is because Caleb wants to stay with them, and she would leave in a heartbeat if he ever asked her to.

While Nott likes the Nein well enough, the one most important person in her life is Caleb. The two of them have only grown closer since joining the Nein, and while Caleb has told her he sees her as a little sister, Nott has explained in complete honesty (and outside of his earshot) that she sees Caleb as an equivalent to her son, even going so far as to say she loves him. She believes he can do no wrong, will become angry when people disagree with him, and will insist that Caleb is smarter or more powerful when someone else is being praised. She wants nothing more than to ensure his safety so he can continue to grow and become an incredible wizard. Her maternal instinct is such that she can ignore any fear should she see him come to harm, and would do anything to protect him or help him become stronger.

It's been seen, though, that her maternal aspects extend to children in general, who she has a soft spot for. While she is generally selfish and will mostly only help people if it's to get cash or treasure, if children are in need she's more likely to be convinced to help. When she helps people, she feels good, but monetary gain is more important to her as a means to an end. She doesn't care that much about money itself, mostly seeing it as a way to get more booze or get more books for Caleb -- her player has stated "she could have all the money in the world and she would still steal everything". She was the only one who was on board with the idea of turning in the Knights of Requital for a cash reward for turning revolutionaries in to the Empire, and would easily throw strangers under the bus for a quick buck. She has many practiced scams set up with Caleb from their time traveling together, mainly used to swindle people out of their money or sneak around.

She's selfish (as far as being selfless when it comes to Caleb is a form of selfishness), but she was perfectly willing to set all personal gain aside and help both the young kenku child Kiri as well as the Schuster children and make sure they were safe and reunited with their parents. She and Jester were the two who grew extremely attached to Kiri in particular, and Nott frequently got distracted by doting on her when Kiri was along for the ride.

All in all, while Nott insists that goblins are awful, she's just not-awful enough to make one wonder if there's a possibility that there are more goblins out there with a heart of gold like hers.

Powers/Abilities:

GOBLIN
As a goblin, Nott has the ability to see in the dark (in greyscale and as long as it's not pitch black).

ALCHEMY
Nott has learned some chemistry and can create things such as acid and poison for later use. She can also apparently identify metals by tasting them. One time she licked some sludge in a sewer and we don't talk about that if we can help it.

ROGUE
An expert with her hand crossbow, she can even attack at close range without issue. She also has a talent for thievery, attacking lethally from the shadows, slipping away from enemies that are fighting her at close range, and hiding herself from view. Her Sleight of Hand and Stealth are +9, it's wild. She has heightened dexterity for being able to dodge attacks (with the feat Uncanny Dodge), as well as the ability to pick locks and disarm traps and such.

ARCANE TRICKSTER
Having learned some magic from Caleb during their time together, Nott has picked up some spells. They are as follows:

MAGE HAND
A spectral hand can be manipulated from afar, completely invisibly, as long as it's within 30 feet. It lasts for one minute or until it is dismissed. It can't carry more than 10 pounds, and only one hand may appear at a time.

MESSAGE
Using a copper wire, Nott can contact anyone from afar at will, and the person will be able to reply once and then the spell ends. However, with anyone else who also knows Message (in the Mighty Nein, only Caleb), they can continue back and forth. The limitations on this spell are that she must be able to point it in the direction of where the target is, and they can't be further than 120 feet away. Certain amounts of objects in the way can block the spell, but if there is a way to get around the obstruction the spell doesn't need to travel in a straight line.

SHOCKING GRASP
Nott can grab an opponent and deliver an electric current into them to damage them. It also causes them to be very temporarily paralyzed for an extremely short amount of time (literally like a few seconds).

DISGUISE SELF
Nott can create an illusory disguise to look like any person, the limitation being that she can't make herself shorter or taller by more than a foot. She is three feet tall, so the tallest she can appear is 4 feet. Only Nott herself can be touched, so physical inspection could potentially reach right through the illusion. She has demonstrated this power by becoming a mini-Fjord as well as disguising herself as a halfling woman for Nott's Normal Person Day Out.

FEATHER FALL
Nott can toss a feather into the air and cast this on either herself or another target (up to five targets total) to ensure they can land gently and safely from a fall, even when from a great height. The spell only lasts for one minute, so timing is key.

SILENT IMAGE
Nott can create any kind of illusion of literally anything, the limitations being that it cannot be touched or create any form of sound or smell or anything other than a visual effect. It also can only last up to 10 minutes and cannot be larger than 15 cubic feet.

TASHA'S HIDEOUS LAUGHTER
Nott crumbles a pastry and tells a terrible joke, most usually some form of pun. The magic takes hold and, if the target fails to resist, they are doubled over in laughter and fall to the ground, rolling and laughing, until they are able to overcome the spell either through taking damage sufficient to snap them out of it or on their own by fighting through it.

Power Nerfs (if applicable): None that I can think of should need to be nerfed, but if the mods feel as though any should be I'm completely open to it. Let me know if that's the case.

Inventory:

ENDLESS FLASK
This flask has been enchanted to have a neverending supply of Nott's favorite whiskey: "the kind that gets you good and drunk." This accounts for Nott's one magical item. It's also very valuable, as it's made of pure platinum. This is endlessly more important to her than having a weapon, are you kidding me.

PLAIN FLASK
You know, the normal kind. It's just a normal flask that can be filled with any kind of liquid, but hopefully alcohol.

COINAGE
Nott has some gold, silver, and copper pieces, currency on her home world.

DOLL MASK
A pale white porcelain mask taken from a doll that covers the lower half of her face. It has red painted lips and several cracks in it.

JADE BRACELET
Traded for from Beau. She wears it around her wrist.

SMALL VASE
It's just a vase. But it looks sort of fancy.

DOLL
A crudely crocheted doll of Bertrand Dwendal of the Dwendalian Empire. It looks very creepy and is not well made in any fashion.

SPELL COMPONENTS
For her spells. Includes a supply of feathers, some stale pastries, and a copper wire.

THIEVES' TOOLS
Used for picking locks and disarming traps and such.

GLASS VIALS
She stole three of these from the Gentleman, and uses them to hold any acid or poison she makes. Or just admire because they look nice. They're currently empty, as all of her acid has been used at this point.

Incentives: Nott would be enticed the most by a promise of safety for Caleb first and foremost, and secondarily by the promise of shiny trinkets she can collect. Her favorites are rocks (aka gems or anything that can pass as a gem), jewelry of any kind, sticks (shiny ones not just like tree matter, like golden accented canes and fancy wands or maybe a nice parasol or something), and buttons (like from clothing). She'd also really like to have her fancy prototype enchanted clockwork crossbow (aka the Tinkertop Bolt Blaster 1000), as well as her Ring of Water Walking so she never has to touch water. She's also intrigued by guns, having limited exposure to the technology. She'd also like to learn more magic, to help her better protect Caleb.

Long term, she'd like to gain a permanent transformation from her species to something more humanoid, especially a normal halfling (not that she'd say no to being, for example, a human or half-elf or whatever). Currently, she hopes Caleb will someday gain the magic necessary to do so.

SAMPLES


Here's a TDM toplevel and here is a TDM thread also.