[Hider=Heather][center][img]http://i.imgur.com/b5YOjig.png[/img][/center] [hr][hr] [indent][b]| NAME |[/b] [indent] Heather "Heat" McKenzie [/indent] [b]| DEPARTMENT |[/b] [indent]Toys / Dorf Fortress[/indent] [b]| AGE |[/b] [indent]16[/indent] [b]| TRAITS |[/b] [indent][list][*] [b]Schizophrenic[/b] - Heather has a very dangerous mental disorder in her schizophrenia: She often sees and hears things that aren't there due to a faulty perception, coming off as constantly paranoid. This helps her by at least causing her to constantly be aware of her surroundings out of fear that "they" will get her, but otherwise causes it's set of problems that constantly plague her life. This causes her to be extremely untrusting of just about every living being within the Wal, having a firm belief they are probably out to get her unless proven otherwise. This condition was assumed to be caused by Age'B'Gone use, and while she's usually "Okay", she occasionally does snap and go what can only be described as crazy. [*] [b]Dungeon Dragon[/b] - Having learned much from the holy pen and paper texts, as well as having passed a test from her elders known as The Tutorial before planning to set out as an Adventurer, Heather has the knowledge of dungeoneering under her belt to help her traverse the store. She has a solid understanding of the necessary Skills of any adventurer, including combat, communication, and stealth. Other basic Skils of the adventurer such as Lockpicking are also within her capabilities. She's just not very good at them. [*] [b]Chaotic Good[/b] - A free spirit, Heather plays by her own rules and doesn't obey the will of others unless her life depends on it. She cares about her profit first, but doesn't ever intentionally hurt good folk: She doesn't steal from those who are heavily lacking in the way of supplies, instead targeting those who hoard more than they need: Taking as much as she can carry before scurrying off to never be seen again. While she mostly cares about food, she doesn't mind stealing a fancy-looking weapon or some reading material, either... [*] [b]Mouse Trapper[/b] - Heather has learned to make traps from the Pages of Mousetrap, and due to constructing the board on a few occasions. She cannot make anything extremely competent, but due to her childish nature they usually come off as unexpected and can catch others off guard if she has enough time to prepare. Knives in a stuffed bear, glue on the floor, jumpropes tied to two display shelves to trip up pursuers... She's crafty. [/list][/indent] [b]| EQUIPMENT |[/b] - [indent][list][*] [b]Heroic Armor[/b] - Basic defensive gear made out of old salvaged plastic super-hero masks. While some of them had to be torn apart and glued to the other masks to cover up the constant eye-holes, the sacrifice wasn't in vain: Heather has a fairly protective set of armor because of it, though it is a bit clunky. Anything held together by glue and tape would be. While there's basic clothing under the armor as to not have to tape the armor to her flesh, over the armor is a black and yellow hero costume, which was apparently at one point similarly worn by an adventurer in the Dorfs known as Baseball Batman. [*] [b]Wooden Shield[/b] - A shield made out of three dismantled skateboards. It's basic, but whatever keeps you safe, right? [*] [b]Pouch of Marbles[/b] - A pouch that would seem to be fully of jumping jacks, but instead it's just two dozen marbles. While smacking someone in the face with it is viable, it's mainly there as a hazard for threats coming her way. A common move among the youth of the Wal. [*] [b]Lego Sword[/b] - A bunch of legos originally glued together into a sword. It's appearance is somewhat melted, all of the pieces having mended into one making it more difficult to break. Despite crude sharpening methods, you'd have a better chance of someone choking on a small lego than killing someone with this unless you jammed it directly into their eye. Not to mention the damn thing is still easy to break; A perfect weapon for a new adventurer... If they wanted to die, that is. Still hurts to get hit with it, and it is fairly sharp. [*] [b]Exacto Whip[/b] - A second weapon, which is a thrown-together mess. A jump rope with two exacto knives strapped to one end, which while dangerous, isn't exactly the most practical use of the items. Getting lashed with it is no joke, however. [/list][/indent] [b]| BIOGRAPHY |[/b] [indent]Born to two Dorf elders, Heather was placed in a strange world where she grew up with mostly those that had been her age for more years than history would care to explain; Becoming what was very slowly coming normal for the Fortress to see: Actual kids. They'd be raised in a community learning the odds and ends to make life work, and unlike their cousins who abused Age'B'Gone, they would grow into bigger and more capable individuals. Sadly there is always conflict within Dorf Fortress. Some of the adult-minded kids who used the Age'B'Gone to an extent insisted the children not be allowed to grow old. That they should remain young, and add to a growing number in their ranks to continue marching on in youth. Against her parent's wishes, Heather was exposed to Age'B'Gone as a teenager by a Chaotic Evil Dorf; And ended up becoming younger again from her teenage state. Despite the fact that the one responsible for giving it to her was sentenced to their more murderous cousins, Heather continued to abuse Age'B'Gone for a fair amount of time; Almost two years. She'd do anything to get her hands on it, was discarded by her parents, left to fend for herself. She never seemed to care as long as she could get one more dose. Eventually, after managing to regain communication with her elders, she was scolded about her actions and how they had expectations for her to serve proudly when she was older; Now just a confused and mentally faulty individual unable to think clearly. Through sheer willpower, she went cold turkey and stopped taking the drug, suffering side effects and ending up with her current schizophrenia. But she has recovered from most of the drawbacks, deciding to do something with her life. Aged back up to sixteen, putting her mentally at twenty, she decided to put her knowledge taught to her by the Dorfs to use by going out and find a true purpose. Having been put through The Tutorial, a trial to prove one is capable of surviving outside the Fortress, by her father, a former Adventurer, she has set off into the store, through vents, into unknown territory for her. She isn't exactly a coined "Bargain Hunter", but the title fits pretty well. Her journey into a huge world outside the Toy Department is just beginning.[/indent][/indent][/Hider]