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Tigurio_hatesHer
01-22-07, 10:15 PM
Name: Heather Tugrisio
Age: 20
Race: Human
Hair Color: Gold
Eye Color: Emerald
Height: 5' 11"
Weight: 152

Occupation: Librarian (also works as an apothecary in her spare time)

Personality: Intelligent, resourceful, confident and well read. She loves puzzles and medical challenges, but when a would-be patient gives her garbage about her social "class" or gender, she's more than ready to make a surgical process slightly less bearable.

Appearance: Tall, slender and athletic. She often wears robes which disguise her figure,

History: Heather grew up in Salvar, with her friend Christopher Knighton, along with another friend of hers, Sigmund Moituero. She grew up in the shadow of a great temple, her parents raising her to be well educated and reasonable. She began to study book-keeping as a trade when she was only 5, and was a journeywoman by the age of 12. She was able to write and pen books in more than seven ancient languages by her fifteenth birthday, and was made a craftswoman at the age of sixteen.

When she became a craftswoman of book keeping, she'd also been secretly studying with another guild, as an apothecary, and made known to her family and friends this development as soon as she was awarded her craftsmanship laureat.

She is now 20, but she is still only an apprentice alchemist and apothecary. Crossing her skills in either school of thought, she's advanced much faster than most people her age, but she still has only a limited knowlege of either skill.

Minor salves and potions are not out of reach for her, and neither are incendiaries and lesser transmutations. But she is not powerful by any means, and has many more years before she can produce a healing potion worthy of a knight in his death throes... or a love potion of any sort.


Skills: Heather's use of daggers and staves is mostly with her job. As her use of magic in Alchemy requires her to use a staff or a ceremonial blade, she is not unfamiliar with such tools. However, her true strength lies in medicine and lore.

Heather's knowlege at her age is uncommon, as she has delved into much theological and mythological works, to discern the true nature of the world. She is familiar with many Daemon's true names, as well as the names of many Dragons, Angels and other-planar beings. She can research almost any topic, given the right books, and can put that knowlege to the best of use.

Heather can brew several types of potions: Healing, awareness and booster potions. Healing potions divide into a few different types.

Medicinal: While in an apothecarion, she could brew a wider variety of simple potions, those that Heather can brew on the road are limited to injury related or minor sickness cures. Heather can make a salve to be rubbed on sore muscles, broken bones and sprained ankles. Or she can make a potion to be applied to a cut, scrape, burn or stab wound. While these won't make a warrior instantly back to 100%, they will prevent him from dying from most simple wounds, and slow some more severe injuries.

Awareness: Simply brewing coffee is a cook's job. Heather can brew a potion as potent as espresso that lasts for eight hours, but the exhaustion it induces after it wears off is such that the potion should only be used as a last resort, or at least, when the user knows they won't have to be awake after the eight hours run out.

Booster potions come in three types
Physical boosters: Which, if small ammounts are ingested daily will aid in muscle growth when a person is exercising or working, or in large ammounts, will alleviate pain, increase reflex reaction and physical output, such that a boy who shrinks when he's about to get punched in the shoulder, could stand to take the hit to his face, but doesn't have to, because he would be just quick enough to deflect the arm to one side or the other. When a physical booster wears off, pain still affecting the body will gradually return if it was blocked or reduced by the potion.


Mental boosters: Where an awareness potion increases outward alertness and attention to every detail, mental boosters enhance focus and concentration, lateral thinking and simple logic, in such a manner that someone who could only solve a rubix cube after a three days of attempting, once they've drunk the potion will be able to solve it in a matter one or two hours. When mental boosters wear off, the user becomes disoriented, or dizzy, and vision may occasionally blur for about an hour.

And Spiritual boosters: Spiritual booster potions increase the spiritual potency of a caster. Where a fireball might span only two feet in radius prior to the potion, once imbibed, the potion would make that fireball into a two and a half foot radius blast. Or would lend some extra accuracy to a magic missile or extra cold to a frost spell. When spiritual boosters wear off, the user feels drained and must rest, eat, commune with their spiritual source of energy, or else all spells afterwards will be even less effective (that fireball will lose half a foot in radius size, or a healing spell won't mend wounds as well).

All her immediate use potions have limits. Booster potions last two hours. Awareness potions last eight. Healing potions don't have a time limit, instead they have an effect limit that takes effect over time. A person gashed across the leg, with an inch deep wound, would have an instantaneous effect of Heather's healing potion sealing the wound, but over the next week it would work to heal that wound twice as fast as the wound would heal without a potion. A burned arm would develop a protective layer over the skin made by the potion. The external healing elixers would likely be poured over the wounds, or smeared with a gentle hand.

A full potion is needed for the full immediate effects. For healing, that's clotting and cleaning a medium wound. Such as an 8" cut down the top of her forearm, roughly half an inch or less deep. A full strength booster could enable a militiaman to fight like a true footsoldier. After the potion is drunk, the glass vial may be cleaned and re-used.

It takes Heather a day to make a decent full potion if she dedicates her day to it and has all the right ingredients. However, if she's travelling, she can only make one every two days. Given how she has to go searching in the wilderness for these herbs, she can't always make a healing or strength potion and must sometimes make an alertness or spiritual booster potion.

Each has a distinct color and odor, so after making them, she can't mistake black strength for green acuity or white, green and red swirling oils for anything but healing.

She is currently working on studying magic, but has not learned any spells yet.

One skill she does posess in great supply is the ability to spot poisonous or healing herbs. She knows what plants are good and which ones are bad, as well as, in most cases, what they do...

Every four days, if she finds the right stuff Heather can bottle a small one ounce flask of poison that is white, smells like bitter almonds, and can be poured onto a blade. Simply put, it's herbal cyanide,

Equipment: Heather has many items which coincide with the ritual alchemy and botanical apothecary skills she has. Scientific measuring tools as well as magical wands and daggers. Most of these only hold potency in their field of use and cannot be used in battle. Not even the ritual knife.

She carries two daggers.

A ceremonial onyx blade, whose handle is wrapped in black leather, and a steel dagger sheathed and strapped to her upper right thigh. In most of her outfits it's not visible. It's upside down when she's standing, so there's a small leather strap that holds the handle to the end of the sheath.

She has two magical items. Neither of which she knows the powers they posess... Save for obvious outward appearances. And both of which are family heirlooms.

Her ceremonial staff is, for all intents and purposes a tripple purpose staff. While using it to draw an alchemical circle, she also uses it for carrying herbs in pouches, and occasionally to smack Chistopher upside the head when he's being stupid. However, the staff can also act a magical talisman, as it is charged with runes of power and mental acuity. As she learns magic, and alchemy, abilities she uses the staff to cast will be more powerful than they would be without the staff.

The staff was a gift from an alchemy guild elder, and stands, when the bottom is planted on the ground, just below her chin. Three points jut out, making the staff appear to be a symbol for lightning, and at its top rest five gilded stones. Garnet, tanzenite, amber and jade are imbeded within sockets lined with brass on the sides of the top, while a single crystal gem is secured by four brass claws which extend from the top of each of the other four sockets.

The second item she bears is a simple pendant worn about her neck. It appears to be made of rough stone, polished smoothe, with an engraved sigil on either side, along with runes etched into the edge of the coin.

The one effect she and almost everyone she's worn it in front of knows is that in moonlight, it is no longer dull stone, but bright mithril glowing with silver light as bright as the full moon. So long as there is even a sliver of moonlight in the sky, her pendant glows in this way.

What she doesn't know is, when this light is shone on the undead, it injures them. At level 0 she would do almost no damage, but as her power increased, she might even be able to kill a zombie or walking skeleton by holding the pendant before it. Vampires are extremely uncomfortable around the pendant, as are werewolves, but while Vampires may be hurt by the pendant, werewolves instead grow more ferocious in their lupine form.

The final effect of the pendant is final for the pendant. For once it is used this way, it will shatter into dust and can never be recovered.

If the wearer of the pendant dies a violent death, is poisoned, or drowns, the pendant will float them to shore (if they drowned, or were buried at sea) and on the next full moon, it will resurrect them to half their full strength. In this weakened state, they won't be good in a fight, but after some time, food, sleep, water and warmth, they will recover in about a week.

Familiar: Heather is accompanied by a tan-haired cat the color of parchment, with occasional black streaks down his back which lay from side to side, or start somewhere on his back and go towards his belly on one side or the other. (yes. the cat looks like inked paper).

Raelyse
01-23-07, 02:31 AM
Nothings needs to be moved outight but certain things need to be tweaked.

Please detail the extent to which the enhancements the elixers she could create provide.

Magical wands: Provide a number and what they can do.

Your staff and dagger can be yew and steel at the most.

That should be it.

Tigurio_hatesHer
01-23-07, 04:49 PM
I have added the necessary details that were asked for in the post above concerning Potion effects.

Raelyse
01-23-07, 05:40 PM
Okay, you didn't tell me anything of the wands that you carry, nor specify the dagger and staff material. These are important.

I want a limit to the number of potions you can make per quest or per day or whatever. Not too many.

Tigurio_hatesHer
01-23-07, 06:30 PM
Staff, Dagger and all those other details have been added to the main profile...

Raelyse
01-24-07, 01:54 AM
Alia of the Knife, I remember your name and you are not new. I've deleted your post because registration threads are not for discussion. Save that for PMs. Once more and a warning for you.

As for Heather, everything is fine except potion creation speed - too fast. Limit it to one a day (if she's doing only that) or one every two days (on the road) and you're approved.

Tigurio_hatesHer
01-24-07, 10:14 AM
Very well. It is done.

Raelyse
01-24-07, 05:39 PM
Yes. Then you're approved.

Tigurio_hatesHer
01-25-07, 09:43 PM
The changes to the primary post for the profile had already been made...

PS: I was under the impression once I modified my main post with the changes you'd suggested I was approved. Sorry. What else do I need to do?

Raelyse
01-26-07, 08:04 AM
Nothing, you're approved.