expeditiousfox

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Feb 8th, 2018
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  1. --- - SL Information -
  2.  
  3. ◄ Name:
  4. (SL name username, no screen names here)
  5.  
  6. X Ota Silversten
  7.  
  8. ◄ RP Experience:
  9. (Have you roleplayed anywhere else?)
  10.  
  11. X Yes
  12.  
  13. - --- - Roleplay Information
  14.  
  15. ◄ Name:
  16.  
  17. X Zephyr
  18.  
  19. ◄ Species:
  20.  
  21. X "Unicorn" Iron Golem
  22.  
  23. ◄ Gender:
  24.  
  25. X Pop-Tart (Crafted male, but I don't think they even have genders?)
  26.  
  27. ◄ Age:
  28.  
  29. X 11
  30.  
  31. ◄ Cutie Mark:
  32.  
  33. X None.
  34.  
  35. ◄ Skills:
  36.  
  37. X Built Tough: Between his barrier spell (or wards, if we want to call them that), basic levitation, defensive combat training, and his own sturdy frame, Zephyr makes for an ideal bodyguard, guardian, or just simple-minded meat shield.
  38.  
  39. X Jack-of-All-Trades, Master of None: Through his years of learning and practice, Zephyr has come to learn a number of trade skills; but unfortunately for all his knowledge, his application is barely on par compared to the average worker of a profession. More often than not, he requires assistance to keep a myriad of mishaps from happening due to failed retention or clumsiness (see Flaws for more details).
  40.  
  41. ◄ Flaws:
  42.  
  43. X Protect and Serve: While being allowed the practice of free will due to his master's final command, Zephyr cannot stop himself from falling back to the nature of his primary purpose should the need arise, and will do what he can to accomplish this even if it ends up breaking him. Golems protect. Golems serve. As far as who, that remains his own choice, but it tends to be those who he notices struggling one way or another.
  44.  
  45. X Heavy and Clumsy: Given his make, Zephyr weighs about the equivalent of a large pony in heavy armor and has the dexterity of such. While he's adept in "throwing his weight around", more delicate work is something he's very mediocre with, often resulting in a lot of accidents or broken objects when trying on his own.
  46.  
  47. X Lunar-Powered: The magic that allows the construct to work his magic and function at all comes from a crystallized core that requires moonlight to charge itself. Zephyr needs this daily to be at peak performance. Prolonged absence from where the moon's light reaches and/or heavy taxing of his magic can leave him moving more sluggishly, malfunctioning, or becoming completely immobile. And of course, should this crystal be damaged or destroyed, it could very well destroy him.
  48.  
  49. X Irreparable: While he can do simple patchwork or direct another in how-tos, the only pony that knew his ins and outs is dead, with information to his work gone with him. Zephyr could technically last for centuries should he take proper care of himself; but if something were to happen that causes more severe damage, it may as well be permanent without someone to fix him. That isn't to say the knowledge can't be relearned by another that takes him under study; but he's stubborn about it.
  50.  
  51. X Lacking Senses: No sense of smell or taste.
  52.  
  53. X Mute: A voice box was not a part of his design. Fortunately, he was taught to express himself through other mediums such as sign language or writing; but as far as vocalizing goes, the best he could do is grind or gnash his teeth. Which may as well be nails on a chalkboard.
  54.  
  55. ◄ Description:
  56.  
  57. X Zephyr's basic frame is comprised of enchanted and engraved iron that links to the sculpted crystal fashioned as a unicorn's horn, which serves as the source of magic that works his body and defensive capabilities. His body is covered by a cloth "skin" to give him a more pony-like appearance, though over time and with his own shoddy patchwork, it's obvious that he is anything but pony should someone get a good look at him. Still, he tries - not so much as trying to blend in, but simply an attempt at making others more comfortable when in their presence.
  58.  
  59. Far as personality goes, Zephyr tends to keep to himself unless it's needed. He enjoys quieter hobbies and games, such as chess, gardening, bird watching, or playing "Statues". He barely shows signs of emotion despite understanding them well; but if there is something he actually does feel strongly on, he earnestly expresses it to the best of his abilities. Simply what he was taught to do.
  60.  
  61. ◄ Background:
  62. (Where did they come from and how did they get here? Who are their family members, are they notable in some regard? Is your character an adventurer or just content with everyday life? It doesn’t have to be too long!)
  63.  
  64. X Once upon a time, there was a sage by the name of Silvren - a wise old pony, but also one who was incredibly lonely in his isolation. This sage, over time, had developed a lot of enemies and rivals that sought out knowledge he kept from a world he didn't feel ready. While in his prime and even some decades after, he was capable of defending himself, he finally understood he needed a protector of sorts and put his coveted knowledge to work in what became his masterpiece, as well as protector. He named the golem Zephyr after his late son, who he also fashioned cosmetic appearances after best he could.
  65.  
  66. Zephyr naturally did what he was made for, keeping the hermit safe for years to come; but in these years, something strange happened. He started showing signs of intelligence. Unique mannerisms. Interests. Habits and hobbies. Intrigued by the phenomenon, Silvren nurtured it to see what Zephyr was capable of with this developing consciousness. The golem, in this way, became his final and greatest work and what he felt was a second chance at family. Despite the stubbornly-maintained relationship of master and protector, the two also formed a bond of father and son.
  67.  
  68. Sadly, there was one thing Zephyr couldn't protect him from - time. Old age ultimately became the end of Silvren. On his death bed, the sage gave Zephyr his final commands. Still feeling the world not ready for his wisdom and discoveries, if ever, he ordered them to be burned along with his body and home. For Zephyr himself, he commanded the golem to "live on, learn, find your place in the world."
  69.  
  70. Obeying to the best of his abilities, Zephyr departed into the world after erasing his master-and-father's livelihood and works from the world, save for himself. To this day, he's wandered aimlessly, gathering knowledge as he goes, performing duties as he knows how, and trying to find new meaning for his existence. If that's even possible.
  71.  
  72. ◄ Character Stats:
  73. (You have 10 Stat points to distribute. These are used to test your skills on adventures, should that ever be required. It is not required to use all 10 points at first Please read the associated notecard about these.)
  74. In order to have a average in one stat, you must have a minimum of 1 point in that stat. 0 = below average)
  75. STR: <0-7> 7
  76. INT: <0-7> 3
  77. AGI: <0-7> 0
  78. Total Points used: 10/10
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