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    Valus's Avatar

    GP
    200

    Name
    Valus Trestori
    Location
    Corone

    Valus, Healing Apprentice.

    Name: Valus Trestori
    Age: 21
    Race: Nekojin
    Height: 4' 2"
    []bWeight:[/b] 115 lbs
    Occupation: Healer
    Personality: Shy and soft spoken, withdrawn and reserved. Valus tries to shift attention away from himself and stay out of the spotlight.
    History: It was discovered at a young age that Valus was talented in the healing arts - in fact, had a magical gift for it. He was taken away to be educated, because it was thought that giving him advanced learning would further his abilities. As such, he barely remembers his family, and the school that he went to did have a mix of people. But because he was already shy before he was attending it, he never really connected with anyone.

    Appearance:
    Thin, black haired young man with golden eyes. Towards his bangs dark blue accents begin to shine, especially prominent in high light situations. Delicate features, with blue-black fur on his ears and tail. His hands bear numerous faint scars, faded cuts from cutting himself or pricking himself with his tools.


    Skills:
    Medical education:
    Valus has received a rather thorough medical grounding, and has been trained to deal with a variety of situations ranging from a need to surgery, to identifying poison victims and their symptoms. He took to this training with an aptitude, and threw himself into learning all he could. As a subset of this, he has also attempted to study what goes on in people’s minds, but with the wide variety of races and those racial influences on personality, his success with this education has been somewhat more reduced as compared to the purely physical medical sciences.




    Abilities:
    Healing Touch:
    Valus’ primary ability, and where he sees most of his own self-worth stemming from. Valus can see and heal physical wounds, whether they are on himself or another person. Through education and bloodily earned experience, he has managed to figure out some of the limits of his ability, as well as how best to utilize it.
    Mitigating injury through normal means before attempting to use his magic on the wound will reduce the ‘cost’ inherent in using his magic to heal a wound or problem.
    [Has eight ‘charges’ of healing per thread.
    Physical wounds:
    Light wounds take one charge to heal. Moderate wounds take three charges to heal. Severe wounds take five charges to heal.
    Broken bones take two charges to heal.
    Poisons: Varies on severity of poison. There must be an incision in the patient’s body for poison to emerge.
    Disease: Can heal moderate diseases for six charges. Severe or Congenital Diseases require more charges than Valus currently has.

    Magical Wounds:
    Magically inflicted wounds take far more power from Valus to heal.
    Light wounds: take two charges to heal.
    Moderate Wounds: take four charges to heal.
    Severe wounds: require six charges to heal.


    [Locked
    Magically based poisons/diseases: Valus hasn't had much chance to study magical poisons, and right now would require a full eight charges to heal one of either.]





    Equipment/Weapons:
    Surgeon’s Kit:
    Valus has a traveling case with him, strapped to his back. This case is actually larger than he is, but the healer doesn't seem to have any qualms carrying it. The case is made of a lightweight wood that is mildly flexible, but has no real durability if struck. Inside is a wide panoply of medical gear - splints, braces, small sharp blades for making cuts, needles, pincers, vials, syringes, bandages, thin strong thread, sutures, and the like.
    Last edited by Philomel; 06-25-2018 at 09:13 PM.

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