lavorreable: (Default)
OOC:

Player Handle: Reiko
Contact: PM, Heinrippy @ discord, [plurk.com profile] reikofanel
Pronouns: She/Her

Invite/Current Player: I don't have a link but past!GG said I could :p
Other Characters: n/a


IC:

Character Name: Jester (Genevieve) Lavorre
Age: 26 (canonically ambiguous as somewhere between 20-28 and she won't tell so I'm picking one)
Canon: Critical Role Campaign 2: The Mighty Nein
Canon Point: Campaign 2, Episode 141, "Fond Farewells" during the epilogue portion

History: A wild wikilink appaears!

Personality:
Jester is made of optimistic enthusiasm. She sees the best in people (falling in with the Nein and always supporting them at every occasion), accepts their worst (such as always being friendly to Essek, even after he revealed his treachery), and exemplifies the virtues she wants to see in the world of simply leaving it a more interesting and chaotic place than how she found it (drawing dicks all over the place, rearranging stores because its fun, etc). She is a creature of unadulterated id, indulging herself often but also sharing that indulgence with others as she often purchases baked goods which she shares readily or reading aloud from a smut book to pass the time while traveling. Even when things come to light that change how she sees the world - such as learning the actual value of money or being faced with world ending peril - she never truly allows that to dim her ability to move forward and maintain a positive attitude.

Paradoxically, while Jester is vivacious and talkative, always ready to have a conversation with just about anyone, she is often unsure and even embarrassed of her own feelings. She's perpetually ready to talk about what anyone else is thinking or feeling but she rarely shares her own voluntarily. This is seen in canon when she and Beau are going to sleep in an inn in Zadash and Jester lets slip an opinion about relationships based on romance novels. When Beau reacts with confusion, Jester sputteringly clams up and rolls over to go to sleep. Jester is aware that she's perhaps not as experienced or worldly as others in the Nein and her self-consciousness about this drives her to keep what she deems 'important' feelings to herself, or at least away from the one who they involve, such as when she does not talk to Fjord about her feelings for him at all despite wrestling with them for some time. Even when they do grow close near the end of the campaign, Jester tells him she loves him and then ducks out of the conversation before he can reply. Another drive for this is her want to keep everyone else happy, so she tries to keep her negative thoughts to herself and will often redirect, such as when Caleb asks her if she's interested in Fjord and she turns the conversation back on him to ask about Astrid instead of closely examining her own feelings. Ultimately, Jester hates being a burden on her friends and will minimize what of her feelings she thinks will weigh on her loved ones just as much as she simply wants to avoid feeling stupid.

While Jester may be 'pure of virtue' as other members of her party put it, she's also very apt at getting what she wants, often in duplicitous ways. The best example of this is when she speaks with the hag Isharnai to try and get her to lift the curse on Nott that's keeping her a goblin. Instead of making a deal, Jester shares a stale cupcake with her that has the Dust of Deliciousness on it, causing Isharnai to become more susceptible to Jester's Modify Memory spell. She modifies Isharnai's memory to make her believe she's already agreed to lift the curse. She's also used this sort of guile to prank people she does not like, including permanently gluing a golden dick statue to the hand of a rival follower of the Traveler and in pranking Lord Robert Sharpe into getting stuck on a balcony of the Lavish Chateau in nothing but a girdle. Both positive and negative a trait, Jester also uses this cleverness in battle and in other interactions to try and help her friends, even if its not always wanted, such as when she used her artistic skills with Nott to pose as lawyers trying to reach Astrid after Caleb mentioned her while drunk.

Foolish or not, Jester is always ready to believe in those around her. In canon, even though she stole Nott's flask as her friend's drinking was problematic, she still gave it back even though it was clear than Nott was not yet through the worst of her addiction because Jester believed Nott could work through it. She's also the first to offer friendship to Essek when he was assigned to watch them in Rosohna and continued to show him friendship on numerous occasions, such as making him a parasol when she saw he was flinching in the sun, and even after it was revealed that he was a war criminal. She still immediately agreed with Caduceus when he said that Essek was a good person. She hugged Caleb with no reservations after finding out his backstory. Even the Traveler, who she could have condemned for much of his behavior (and she came close after he didn't save her from the Iron Shepherds, but believed it to be her fault and not his) and who many of her friends almost did, she nearly gave her life to save him from the Moonweaver's ire because she accepts him for who and what he is even when that perception changed.

Jester often leaps before she looks into trouble. She's very clever and so she can usually get herself out again, but there are numerous instances where she's barely escaped by the skin of her teeth - such as when she went to deface the Platinum Dragon's temple in Zadash and the previously mentioned interaction with Isharnai and her throwing herself into protecting Artagan from getting dragged off by the Moonweaver's agent for trying to masquerade as the Moonweaver in order to pawn his followers off onto her. Other times she did not get away unscathed. This includes her stepping onto a mysterious pedestal in the middle of seven statues in Eiselcross. She asked some questions but in return, the magic of the statues aged her five years. This recklessness is not only in action either, but also in feeling. Jester lives and loves recklessly because she was cooped up as a child but also because she just loves life and new experiences, manifesting in the more positive form of recklessness; being adventurous.

Abilities: Here is a list of her abilities in canon.

As a cleric, Jester can change all of her spells besides cantrips out every morning. At level 16, she can cast up to 8th level spells, though at a limit imposed by available spell slots of various levels. I'm pretty sure you're familiar with D&D.

For the setting, the following spells and abilities will be nerfed or not function:
Abilities:
Turn/Destroy Undead - Limited functionality. She can turn some monsters of a weaker danger level (3 or lower seem fair?) but not destroy anything. This could also just not work if the setting demands, or be really hilarious and might work on other PCs. Open to whatever.
Divine Intervention - Nonfunctional; Artagan will not/cannot answer personally since I'm saying Requiem is functionally another god's demiplane. I feel like being able to go 'hey god? fix this?' is nuts for any DWRP anyway.

Spells:
Commune - Apparently nonfunctional; Artagan will not/cannot answer personally.
Create Undead - Nonfunctional
Death Ward - Nonfunctional. They're already dead maybe so she can't ward anyone against it.
Planar Ally - Nonfunctional.
Planar Binding - Nonfunctional
Plane Shift - Nonfunctional
Raise Dead - Nonfunctional
Resurrection - Nonfunctional
Revivify - Nonfunctional
Sending - Limited to Requiem, unable to contact other planes.
Speak with Dead - Either nonfunctional or I'm open to whatever hinky shenanigans this could cause. Could turn into a talk with monsters around Requiem that can't normally be communicated with?
Word of Recall - Limited to Requiem.

Inventory: A link to Jester's notable items. I don't think she has anything too ridiculous in there but I'd be happy to pare it down if necessary. If they do need to be pared down, I would request she at least keep the following items:
- Her journal/aketchbook
- Holy symbol of the Traveler (always worn, so not in the haversack)
- The deck of tarot cards
- Nolzur's Marvelous Pigments
- Tusk Love
- The Wand of Smiles

Eternal Reward: Jester will probably change this almost every time she meets with her caseworker, but to start it's for Fjord's shipping company to be a big success.

Goals/Ideas: SOW CHAOS!!
Externally, she's absolutely going to found the Nott the Brave Detective Agency and lampoon all noir tropes all over the place, including getting a fedora and calling people doll for no reason. Probably the wrong people. She's definitely going to be leaving graffiti in places sometimes too, and she might also start blogging if I can keep up with it, which on 1980s technology is completely ridiculous and hilarious. Expect lots of ascii dicks. Too bad this tech is before nyancat and hamster dance.

Internally she is going to be dealing with the idea that she's dead and what that actually means. Lots of heavy thoughts about the nature of life and death that she'll generally be resisting and trying to stay positive. Anything else from a development standpoint is going to depend on how her CR goes.

Basically I'm here for Jester to be Jester and add a sparkling blueberry of nonsense to the game.


Samples: Sample from the TDM


Secret Code Phrase: My curse is my redemption.

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Jester Lavorre

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