app for
acatalepsy_rpg
OOC INFO;
NAME: Javid
AGE: 27
CONTACT:
CHARACTERS IN GAME: n/a
IC INFO;
MAJOR SPOILERS FOR RECENT EPISODES OF CRITICAL ROLE CAMPAIGN 2 BEYOND THIS POINT
CHARACTER NAME: Nott the Brave. While this is the name, dripping with irony, that was forced on her after she was revived as a goblin, even after her original name was revealed (after her current canon point) she expresses a wish to continue existing as "Nott the Brave" until she returns to her original form. When she was a halfling, her name was Veth Brenatto.
AGE: When she died, she was around 22/23 or so (guess based on canon confirmation of "early twenties"). She's been alive for approximately 2 years as a goblin now, but the reincarnation spell places the subject in the body of an adult automatically, so she tends to lie about her "goblin" age to account for differing lifespans and rates of maturity.
CANON Critical Role
CANON POINT After Campaign 2 Episode 45: The Stowaway
HISTORY: Wiki
PERSONALITY:
Growing up, Veth was essentially that awkward kid that every bully in the playground of the small farming town of Felderwin wanted to get a piece of. She was put down for being "ugly", something she internalized as full-blown body dysmorphia (pathological hatred of one's own physical appearance). She was never particularly smart or talented at anything she tried, and she was the most fearful halfling of the bunch — notable, as halflings as a race are known for their bravery. She had extremely low self-esteem and essentially believed she'd never amount to anything.
However, a lot of those beliefs are just insecurities. Veth proved her bravery, her wit, and her kindness in the moments before the end of her life: when she sacrificed herself to save her husband and son. But upon her resurrection as a goblin, many of her small quirks were exaggerated due to the torture and slavery and misery she endured at the hands of the goblin clan that did this to her, as well as just the physiology of goblins as being somewhat less "humanoid" by nature. Her skittishness turned to extreme anxiety, her love of collecting odd objects turned into full-blown kleptomania, and the stress involved turned her to a heavy addiction to alcohol. Then, she became "Nott the Brave" — which is not to claim she is brave, because there is no comma. She's just "not the brave".
As a goblin, Nott finds herself drawn to shiny, pretty things and needs to have them for herself, to the point that she will often 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. Eventually, tired of always either stealing or having to buy more and more booze, she even paid to have her favorite flask enchanted to never run out of her favorite whiskey: "the kind that gets you good and drunk."
Drinking also helps her avoid her fearful disposition, as she struggles with what she views as cowardice. She avoids danger no matter what, and has an intense fear of many things, including, notably, water, due to her trauma related to her death by drowning. 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 intense anxiety is drinking, and when she becomes intoxicated, she will lose almost all of her fear 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.
However, she's shown as Nott, as she's also shown as Veth, that she can find bravery within herself when her loved ones are in danger. She sacrificed herself to save her husband and son, but more recently, she also willingly almost took a fatal blow just to distract a dragon long enough to allow a fellow member of the Mighty Nein to escape. The Nein have insisted to her, time and again, that she is braver than she thinks she is, but it's yet to sink in.
Nott has an intelligence streak that's difficult to see past her relatively low amount of wisdom and exceedingly bad charisma (the worst of any player character on the show). Her intelligence lies in the physical, taking things apart and figuring out how things work. She apparently retained enough information just via osmosis from her husband, an accomplished alchemist, in order to take up alchemy herself. As Nott, she has even learned some magic from Caleb, but it's also clear that she can take these lessons and run with them and learn more on her own because she's even taught some spells of her own back to Caleb. She was even seen to have the ability to take apart something as complicated as a gun, completely new technology to her, and figure out how it works in order to create her own explosives, entirely unaided. However, she does not see her own intelligence in herself, and will often hide any time she doesn't feel particularly smart with humor that makes her appear denser than she is.
Nott is highly intelligent in some ways, but she's... pretty dim to the ways of the world, kind of gullible, and not the greatest with logic. She can't make any kind of plan, ever — though she certainly tries — but she's at least able to see holes in other plans presented to her most of the time. She also tends to make wild assumptions, usually paranoid ones that involve everyone around her secretly plotting to kill her or replace her with a cuter or more skilled party member. 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. They took some time to gain her trust fully.
It's extremely hard to get Nott to trust a person, always waiting for the other shoe to drop, but at this point Nott has spent enough time with the Mighty Nein that she has told Caleb in confidence that she "loves" them. Otherwise, the only other people to get past her barriers easily were children, who she has a soft spot and maternal instinct for. As a mother in her past life, she tends to be a "serial adopter" of anyone she grows attached to, from random children to the Mighty Nein.
While Nott now loves the Nein like family, the one most important person in her current 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, saying she loves him far earlier than she admitted to loving the Nein. 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, in part because she believes that he can eventually gain the power to change her back into her previous form as Veth. 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. The first (and only at this canon point) time Nott has ever disagreed with him on something or told him no was when she was urging him to admit his attachment to the Mighty Nein after the death of one of their own, an event that made Nott realize just how deep her attachment to the rest of the group lies.
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, and she has a hidden compassionate streak, but monetary gain is more important to her as a means to an end as an extension of helping Caleb. She doesn't care that much about money itself, mostly seeing it as a necessity and mostly 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 in revolutionaries 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.
Regarding her compassionate streak, though, that has begun to emerge more and more the longer she's spent time with people she cares for, and care for her in turn. She easily parted with a thousand gold (not a small sum, and more than double than what most of the rest of the Nein had at the time) just to bail out a former friend and mentor of Mollymauk, the member of the Mighty Nein that was killed. She barely ever talked with the guy, and knew it wouldn't really affect her whether he stayed in jail or not, but just felt it was the right call.
However, Nott holds an intense hatred in her heart for not only the goblin clan that destroyed her life but all goblins in general. She hates everything about the body she is in right now and wants nothing more than to have nothing to do with goblins ever again. Even later on, when she meets a surprisingly polite and well-groomed goblin, she insists no one should trust him (though she does hold some curiosity about his appearance and hopes to question him, should they meet again). Meanwhile, while she's sent gifts home to her son during her travels, she keeps her life as Nott and her life as Veth entirely separate. She has extreme anxiety about going back to her home and even suggests the party avoid the area early on. When Caleb insists they visit if only to check on her husband Yeza, the identity of whom she's dodged the truth around as she's kept her past life close to her chest, she begrudgingly agrees. She doesn't want Yeza and her son to know what has become of her and allows them to believe she died for good that day, and she only wants to return once she can be physically transformed back into Veth.
Her number one goal right now is to be able to be permanently transformed back into her old body, so she can return to her husband and child. But, as long as that isn't within current reach, she will do anything she can to help Caleb as well as the rest of the Mighty Nein achieve their goals — she even braves her hydrophobia to help Fjord on his journey. All in all, Nott has been brave more than she's been cowardly, but she still takes the irony of her new name to heart.
CANON POWERS:
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. 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.
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
With a component of fleece, Nott can create any kind of illusion of almost 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.
PHANTASMAL FORCE
Again using fleece as a component, Nott can create any kind of illusion, but this time for only up to one minute and only as large as 10 cubic feet. Additionally, only a single target of the spell can see the illusion. However, these drawbacks are due to the relative strength of the illusion; if the target fails to overpower it mentally, any loopholes or logical discrepancies with the illusion will rationalize themselves automatically in their mind, and it is not just a silent image but a full illusory experience inflicted on the target. The kicker is, if the illusion is of something harmful, it will actually psychically hurt anyone caught up in it.
OTHER:
Nott also has an extremely beautiful voice.

GAME INFO;
CRAU INFO: n/a
MAGIC ABILITY: The power to turn water into a random form of alcoholic beverage via touch. Just for the sake of not, like, removing all water from the ocean in one fell swoop, I'll say it has an upper limitation of one cubic mile from point of contact. At first though, she may not be able to reach very far at all, and will have to practice should she... be interested in making a cubic mile of booze.
ANY WEAPONS/MAGICAL ITEMS?: If you thought I was going to use logic and let her bring her main weapon you were wrong. She gets to keep her Ring of Water Walking as her sole magical item, which does exactly what it says on the tin: upon wearing the ring, anyone may stand on or move across any liquid surface as if it were solid ground. Great for the hydrophobic.
However, given it's technically an article of "clothing," I'd like to request she also keep her mask, which is nearly always on her face when out in public. It's a porcelain mask that covers only the lower half of the face, taken from a broken doll and used to disguise her goblin appearance. If not, that's fine too!
ANY PETS?: She has the corpse of a rat she forgot to eat that's been festering and decaying somewhere on her person for months. I don't think that counts, so no.
SAMPLE;
LINKED SAMPLE:
Here's a text-type thread.
Here's an in-person log thread.
Note that there could be small discrepancies with her canon backstory in these samples, as they were played before it was revealed that like, her entire backstory was a lie and she was a completely different person and I regretted my entire life instantly. Sam Riegel is my enemy.
