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Erin Stryfe

Name: Erin Stryfe
Age: 20
Gender: Female
Personality: Erin is a tad rebellious. She doesn't always follow the rules. She believes there's always another way. For her to lose hope is like a zebra losing its stripes. She's stubborn, almost to the point that she's thickheaded. However, she's completely loyal to those she trusts and is levelheaded, even amidst chaos.
Description: She has black hair that comes down to her chin and electric blue eyes. She's about 5'4". Erin is in between pale and tan. She has a thin scar on her forehead and countless others from years of training. Her nose and cheeks are lightly freckled and it barely shows. Speaking of her nose, it is slightly crooked from being broken before.

Weapon(s): She uses a sword and a shield, but can adapt to other weapons if need be, like a bow...just not a mace. There's a story there.
Power(s): She can make golems that do her bidding from any organic, dead/inanimate material (plants, rocks, dirt, metal). Depending on the size, it can knock her out (rhino sized or larger) or just take a bit of energy (golden retriever sized) or even have no effect (when it's the size of her hand). The smaller they are, the smarter and more intricate the command can be. The bigger, the simpler the command has to be. It will listen to the nearest person if it knocks her out. They return to their original material when the command is fulfilled or failed.

Electrokinesis: she has a bit of a rougher time with this power. She can send a current through her sword and shoot sparks from it, but she can't make a current go through her hands. She can shock people on accident and has to remain calm in water or else she could kill some fish.

Force fields: she can make force fields to protect comrades or herself from debris. They can withstand a twenty foot drop.
Strengths: She's unswervingly loyal. She isn't all brawn. In fact, she's smart and never charges in blindly. Distractions are right up her alley.
Weaknesses: She doesn't know when to give up. She'll push through things for the sake of others, even if it hurts her. She's the type who will leave no one behind. A sword and shield aren't the best weapons for her. She can fight well with them, but two swords are the most natural for her. She doesn't know this, however, because that was considered the mark of pirates and bandits and was a forbidden fighting style where she lived. She has difficulty falling asleep when not everyone is safe or they're in unfamiliar territory.
Fears: Drowning, failing, and dragons (creatures who were legends of destruction and death)
Backstory: Erin was a high guard in a kingdom called Soyomor. She was raised by her Uncle Roger, a blacksmith with ferrokinesis, the ability to bend metal, and thermokinesis, the ability to control heat. Her parents fell to a fearsome group of bandits who tried to take her home village for their own when she was two. 16 years later, after becoming a town guard to protect the town like her parents once did, Erin faced fighting the bandits' second attempt to take her home with her comrades. When their captain fell to the leader of the bandits, Erin took command. Using her golems and electrokinesis, she took down the leader with her fellow guards. The remaining bandits fled and, after the victory, the king offered her a position as a high ranking guard. Erin accepted and found that the job was more than she'd bargained for. Of course, she hadn't thought it'd be easy. The princess, Rose, liked sneaking out of the palace and she did it often. The most notorious escape was when Erin was off duty. No one could find her until Erin used a golem to track her down. When Erin caught up with her, she was at the bridge between her kingdom and Ekrenid with one of the locals of the other kingdom, who happened to be a painter with a penchant for graffiti. Things quickly turned sour. The bridge was close to a camp of...you guessed it, bandits. They barely escaped into the other kingdom. Somehow or another, they managed to bump into the princess of Ekrenid, who offered to let them rest in comfort at the palace until it was safe to return. Erin wouldn't let her guard down, even if the two countries were allies. She was one knight to their hundreds and their responsibilities were to their own royal family, not Rose, like her. When Rose ordered that she take off her helmet at the dinner table, she was alarmed. How was she supposed to protect her if she couldn't protect herself? Unfortunately, Rose had a point. The king saw her as a threat. Why wouldn't she feel safe in his kingdom? To prevent conflict, the princess of Ekrenid suggested showing Rose the gardens. Erin, of course, had to go with them. She leaned on the banister and watched over them, still not allowed to wear her helm. When she noticed the gardener stalking them, she called for them to look out before the gardener's assistant knocked her out with a blow to the head. She hit the floor, the other side of her head colliding with the polished marble tile. The gardeners were hired mercenaries sent to kidnap Rose for ransom. And they succeeded in kidnapping her. When Erin awoke, she was on a bench in the dining room and the princess of Ekrenid and the local were arguing about what to do. Erin's ears were ringing and her head was pounding, but she heard them say they were going to leave her to find Rose. She raked a hand across her face, but felt a bandage wrapped around her head and stopped. How could she have failed so miserably? The knight whispered to call herself a failure, but the others heard. Being the sweet characters they were, they tried to tell her otherwise. However, they wouldn't let her go with them if she couldn't stand. Even with her concussion, she fought through it and walked. After heading through a mineshaft, crossing a forest, and heading through a river, they finally found her and they went back to the palace. They celebrated their victory in the pond, except for Erin, who'd set up a lifeguard golem and was laying down with her eyes closed, resting her head, but listening for any danger.

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