May 24, 2020 13:26:10 GMT
Post by Ozer Magnus on May 24, 2020 13:26:10 GMT
OZER MAGNUS
OVERVIEW
NAME: Ozer Magnus
ALIAS: None
GENDER: N/a
AGE: 0
SPECIES: Golem
SEXUALITY: Asexual
GUILD: Wanderer
GUILD MARK: N/a
CLASS: D
APPEARANCE
HEIGHT: 5'9"
WEIGHT: 273 lbs
EYE COLOR: Varies
HAIR COLOR: N/a
SKIN COLOR: Unknown
BUILD: Artificial
ABNORMALITIES: Their only sensory appendage is the large eyeball on the front of their head that is normally kept hidden except when its imbued spells are in use.
FACE CLAIM NAME: Golem
FACE CLAIM SERIES: Somali and the Forest Spirit
Slightly tall and of sturdy construction. Ozer Magnus stands stoic, often times unmoving when under no stimulation causing them to easily be mistaken for dead or inanimate. They do not breathe, so there is no rise or fall of their chest. They have no facial features that betray emotion or personality. It is impossible to judge Ozer's intentions save for by their actions and words. This in itself can be interpreted as a sage-like quality, as nothing they do could be considered unnecessary or extraneous. To interact with Ozer, however can at times feel like interacting with a brick wall, especially if you are not saying anything of interest or substance to them.
PERSONALITY
POSITIVE TRAITS | NEGATIVE TRAITS |
Curious | Callous |
Astute | Obstinate |
Tenacious | Brutal |
Courageous | Insensitive |
LIKES | DISLIKES |
Magick | Insects |
Books | Fire |
Crafting | Savagery |
Puzzles | Liars |
Ozer Magnus is curious by design, specially constructed to seek answers and apply themselves to puzzles while accepting and integrating knowledge into the workings of their mind. They are nearly completely honest about their intentions, often times simply declaring them before taking direct actions towards such ends by whatever means seem most conducive. This is due to an extremely rock solid view of themselves, with zero to no doubts in their mind as to their motivations or intentions as being pure and good. There is next to no situation where they can be convinced that their ultimate goals are bad. As such, Ozer unerringly pursues their passions with the whole of their being, always giving 100% of their attention to their decisions. This becomes a problem, however, when someone is stopping or preventing Ozer from achieving his goals, as they would have absolutely no qualms about hurting or killing another creature. To this end, on the other hand, Ozer COMPLETELY understands how being viewed as a menace can ultimately be MORE inconvenient to achieving their goals, and is therefore STILL FULLY CAPABLE of acting within the bounds of established society and law in order to expedite or at the very least prevent interference of their ambitions.
One major negative quality of Ozer is that they do not experience sympathy nor empathy. This is not out of malice! As a magical construct they cannot feel emotions, causing them to behave what is at many times considered insensitive and tactless during sensitive moments that would call for care. On the whole, Ozer recognizes this and will very readily admit to it being a major flaw in their design, taking no pride in unintentional cruelties or taboos they commit. Another consequence of this is that golems never actually understand how bad pain or injury is to a person experiencing it. They can inquire, and ask if they're alright but they will not be able to make any inference as to whether or not they are under or overplaying their injury. This actually extends to every facet of a biological life form, causing Ozer to have a seemingly "gullible" side when it comes to someone exaggerating aspects of their bodily needs or desires. Only experience and continued interaction with lifeforms can remedy this, but never completely.
One final thing should be said is that Ozer's lack of the experience of pain doesn't imply they are any more or less reckless than others may be with their own bodies and wellbeing. In fact, the opposite is arguably true as they would never seek out any kind of harmful recreational substance or shortcut-to-power remedies, out of both disinterest and a lack in the capacity to experience them. OZer is furthermore always overtly and explicitly concerned with preserving the integrity of their physical state due to the fact that they cannot heal naturally, requiring specialty parts created by any modestly talented craftsman.
HISTORY
Ozer Magnus was assembled by an unknown Mage, in an unknown location for an unclear purpose. They were brought online with full knowledge of their magics, society, language, maintenance needs, and purpose consisting of two overarching facts that outline the nature of their existence:
1) Their magic is not an end in and of itself. It is a means towards an End and Ozer Magnus will know with 100% certainty the moment they have achieved that End.
2) Once they achieve that End, they will die.
Despite this complete surety of their demise, Ozer presses on towards this goal with fanatical devotion and deference. They do not feel remorse, they do not feel regret. They bear no begrudging ilk towards their seemingly unerring fate, completely confident in what they've been constructed to achieve is the Right Thing To Do. The issue remains that they're also aware that this world is dangerous, and that Failure, while unacceptable, is a possibility if they are not careful.
Clues as to Ozer's origin are as follows: Their construction is based off of magical principles synthesized from both Earth Land and Edolas, given their reliance on Lacrima, suggesting that their creator is not only well versed in both types, but extremely skilled. The materials used in the construction of their armor and body also suggest many diverse regions of both those dimensions had to have been frequented in order to achieve Ozer's fully functional state. Lastly, whoever it was who built Ozer took great care in eliminating any and all curiosity and possibility for Ozer to return to their point of origin. Whether this was done out of self defense or for more altruistic reasons remains anyone's guess.
Ozer Magnus was in ful operation for 34 days, 6 hours, 11 minutes before meeting their first other living person. That is where their story begins.
ITEM NAME: Golem's Eye
RANK: D
DESCRIPTION: A mysterious crystalline apparatus in the center front of Ozer's head, made of an obsidian-like glass with scintillating colors inside it that move somewhat similarly to a circuit board. It is both the source of Ozer's magic as well as their consciousness and life itself.
SPELLS: This is a Holder Item. See Trismegistus Smaragdina Magicka below.
ITEM NAME: Liber Corpus Opus
DESCRIPTION: A deeply cared for and well crafted journal that allows Ozer to write down their observations, record discoveries, and conduct research on magic and the world around them. Liminal magics in the paper prevent it from absorbing water or moisture in any way, with exception to ink from its associated pen.
ITEM NAME: A Knife
DESCRIPTION: A knife.
NAME: Trismegistus Smaragdina Magicka (Thrice-great Emerald Magic)
TYPE: Holder
RANK: D
DESCRIPTION: In essence, the magic is the application of not only necessary alchemy to animate and give sapience to golems like Ozer Magnus, but the capacity for them to grow and learn as well, applying and synthesizing experience and wisdom alike into themselves to gain power through deference, wisdom, and true insight.
DRAWBACKS: The Golem's Eye is essentially a magic item that requires Lacrima to function. Expending too much magic in a thread will deplete the eye's Lacrima reserves, requiring they find more before they are able to cast again or abstain from casting magical spells lest they lose power and turn off. Once off, the golem's body becomes inert, remaining completely helpless until an outside source powers restores them to life with either magic or Lacrima.
SPELLS:
1) Their magic is not an end in and of itself. It is a means towards an End and Ozer Magnus will know with 100% certainty the moment they have achieved that End.
2) Once they achieve that End, they will die.
Despite this complete surety of their demise, Ozer presses on towards this goal with fanatical devotion and deference. They do not feel remorse, they do not feel regret. They bear no begrudging ilk towards their seemingly unerring fate, completely confident in what they've been constructed to achieve is the Right Thing To Do. The issue remains that they're also aware that this world is dangerous, and that Failure, while unacceptable, is a possibility if they are not careful.
Clues as to Ozer's origin are as follows: Their construction is based off of magical principles synthesized from both Earth Land and Edolas, given their reliance on Lacrima, suggesting that their creator is not only well versed in both types, but extremely skilled. The materials used in the construction of their armor and body also suggest many diverse regions of both those dimensions had to have been frequented in order to achieve Ozer's fully functional state. Lastly, whoever it was who built Ozer took great care in eliminating any and all curiosity and possibility for Ozer to return to their point of origin. Whether this was done out of self defense or for more altruistic reasons remains anyone's guess.
Ozer Magnus was in ful operation for 34 days, 6 hours, 11 minutes before meeting their first other living person. That is where their story begins.
INVENTORY
ITEM NAME: Golem's Eye
RANK: D
DESCRIPTION: A mysterious crystalline apparatus in the center front of Ozer's head, made of an obsidian-like glass with scintillating colors inside it that move somewhat similarly to a circuit board. It is both the source of Ozer's magic as well as their consciousness and life itself.
SPELLS: This is a Holder Item. See Trismegistus Smaragdina Magicka below.
ITEM NAME: Liber Corpus Opus
DESCRIPTION: A deeply cared for and well crafted journal that allows Ozer to write down their observations, record discoveries, and conduct research on magic and the world around them. Liminal magics in the paper prevent it from absorbing water or moisture in any way, with exception to ink from its associated pen.
ITEM NAME: A Knife
DESCRIPTION: A knife.
MAGIC
NAME: Trismegistus Smaragdina Magicka (Thrice-great Emerald Magic)
TYPE: Holder
RANK: D
DESCRIPTION: In essence, the magic is the application of not only necessary alchemy to animate and give sapience to golems like Ozer Magnus, but the capacity for them to grow and learn as well, applying and synthesizing experience and wisdom alike into themselves to gain power through deference, wisdom, and true insight.
DRAWBACKS: The Golem's Eye is essentially a magic item that requires Lacrima to function. Expending too much magic in a thread will deplete the eye's Lacrima reserves, requiring they find more before they are able to cast again or abstain from casting magical spells lest they lose power and turn off. Once off, the golem's body becomes inert, remaining completely helpless until an outside source powers restores them to life with either magic or Lacrima.
SPELLS:
NAME: Transmutation
TYPE: Support
RANK: D
MODS: Area of Effect
DESCRIPTION: This spell is able to transmute non-magical matter in accordance with the following two Physical Laws of Trismegistus Hermeticism:
»Law of Equivalent Exchange - energy and matter can neither be created from nothing nor destroyed to the point of elemental nonexistence. In other words, to create an object weighing one kilogram, at least one kilogram of material is necessary and destroying an object weighing one kilogram would reduce it to a set of parts, the sum of which would weigh one kilogram.
»Law of Natural Providence - an object or material made of a particular substance or element can only be transmuted into another object with the same basic makeup and properties of that initial material. In other words, an object or material made mostly of water can only be transmuted into another object with the attributes of water.
On top of these two restrictions, Transmutation is only able affect materials up to 1 Kg of material in total mass, limited mostly to physical properties such as their shape, how brittle or bendable they are, alloying to types of material imperfectly together, slightly altering their conductivity, superficially altering their color, or very slightly altering a material's density.
NAME: Purgation
TYPE: Support
RANK: D
MODS: Cleanse
DESCRIPTION: To Purify. Mundane dirt from clothing is removed, silver becomes polished, food becomes unspoiled, poisons abate and wounds become clean (But not healed). The spell also removes a single affliction or damage over time effect of equal rank, two afflictions of a lower rank and all afflictions of two ranks lower and more.
NAME: Edifaction
TYPE: Support
RANK: D
MODS: Identify
DESCRIPTION: This spell allows the mage to directly observe the mystical workings of magic items of up to equal rank of this spell, as well as the method of how to reproduce a magical item's effect one rank below this spell. (Assuming the item is reproducible) It can also be used to analyze and identify the relative material content of non-magical substances.
NAME: Unlocking the Temple of Wisdom
TYPE: Support
RANK: D
MODS: Boost
DESCRIPTION: Collections and repositories of ancient mages and philosopher kings may physically have long since decayed or burned, but their timeless knowledge is still available to those who know where to look. Through one's own Mind's Eye can their wisdom be sought, granting deference and clarity to the mage and offering them a boost in magic power.
PLAYED BY MrMistoffeleez