Name:
Iron Atwood
Age:
19
Gender:
Male
Appearance:Iron is fairly nondescript in appearance, standing at roughly 178cm (or 70 inches) and weighs just over 71kg (or 157lbs), together these factor to give Iron a slight build of roughly average height. His most shocking feature though is his silver/gray hair that is a trademark of the Atwood family. However unlike most men of the Atwood line who pair this hair with dark green eyes Iron inherited his mother’s blue eyes. As far as Iron’s dress he tends to wear suits or at the very least button up shirts and dark dress slacks. His default outfit is either a dark gray or black suit.
Year:
3rd
Rank:
Journeyman
Room No.:
Personality:
Iron is typically quite, not out of shyness though but rather as a remnant of his training with Bismuth (who highly prized silence and knowing when to speak). Because of this Iron is not typically the one to start a conversation but if spoken to he will reciprocate. Despite his time training with his grandfather Iron still has a bit of an issue with his ego, having an inflated sense of both self-worth and entitlement and not seeing real value in others until they prove themselves as useful. Regardless of these more negative qualities Iron is also well-mannered, honest and loyal, qualities which would make him a good friend if he cared to make any.
Magic Discipline:
Tinker
Tinker is a branch of the Creation Aeon and governs the assembly, disassembly, repair, and malfunction of items with complex or moving parts. In example a user of Tinker could cause the spring or trigger of switchblade to fail but would similarly have no effect on a hunting or kitchen knife. As a general rule the assembly, disassembly, or repair of an item is easier the simpler the item is inversely the more complex an item is the easier it is to cause it to malfunction.
-Assembly
Assembly allows for the creation of complex items or machines, however the user must have the parts available to create the item in question and at least a basic idea of the principles of how the item works. The time it takes to assemble something varies with it’s level of complexity. Something simple, such as a door hinge, may only take a few seconds to fully assemble but something more complex, a cuckoo clock for example, may take up to an hour to fully assemble. Skilled users of Tinker can even create clockwork automatons in the length of only a couple hours.
At his current level Iron can only assemble things within two to three feet of his outstretched hand and only objects less than two cubic feet in size, further Iron can only create the most basic of automatons.
-Disassembly
Disassembly is the inverse to Assembly and allows for the breakdown of already existing items either a complex or mechanical nature. Similar to Assembly the user must have a basic idea of how the item works. Additionally much like Assembly the complexity of an item heavily dictates the time needed to disassemble, however unlike Assembly the time needed to disassemble an item is much lower as items tend to fall apart easier than they are built. Using the examples from above a door hinge could be disassembled almost instantaneously where as a cuckoo clock may take up to fifteen minutes.
At his current level Iron can disassemble things within about seven to eight feet of his outstretched hand and only objects of roughly a cubic feet or smaller.
-Repair
Repair is more a subsection of Assembly than it’s own ability. The main difference between Assembly and Repair is that Repair is typically faster as it only requires a few parts to be put together rather than starting from scratch the way Assembly does. Further unlike Assembly Repair does not require a knowledge on the how of an item rather Repair cares more about knowing the function. Because of this a repaired item may not work in the exact manner it previously did but it’s function will still be the same. As far as time goes an item that might take an hour to assemble may only take ten minutes to Repair.
Repair is the subsection of Tinker that Iron excels most at. On that note Iron can repair most objects that are within six cubic feet in size and as long as the item is within a foot or two of his outstretched hand.
-Malfunction
Malfunction is to Disassembly as Repair is to Assembly, a subsection rather than it’s own ability. Malfunction causes a single issue to arise in a sufficiently complex item, however due to the specific targeting of Malfunction the user has to have a decent understanding of how the item in question works. Malfunction unlike the other subsections of Tinker can be used near instantaneously.
Iron is particularly skilled in Malfunction as well, with a functional range of twelve feet from his outstretched hand.
Equipment:
-A sketchbook used to keep schematic drawings of mechanical objects, both of Iron’s creation and those of a more mundane or common nature.
-A toolbox filled with various gears, springs, belts and a variety of other mechanisms that Iron uses to practice Assembly.
-A smart phone loaded with a variety of traditional pop and vocal jazz.
Biography:
Iron is the only child and heir to Atwood Industries, a leader in innovation and technology both in the magical and non-magical communities. As heir to an industrial giant the likes of Atwood Industries Iron spent most of his childhood under the care of tutors, nursemaids and nannies. During this period he spent very little time with his parents, due to their roles within Atwood Industries, and an equally minute amount of time with children his own age. Due to spending his childhood mainly associated with servants Iron developed a very strong sense of entitlement and superiority. Despite the fact that both of Iron’s parents were both rather skilled mages it wasn’t until he was thirteen that Iron began any serious study into the arcane and this because his grandfather, Bismuth Atwood, took an interest in Iron at a holiday party.
Bismuth Atwood had always been something of an idol to young Iron. Because of this the two or three times a year that Iron got to see Bismuth he always tried to make an impression; rather it be through some obscure knowledge that he had learned, a sketch he had done, a song mastered, or a cantrip perfected. However as patriarch of the Atwood family and a master ranked mage most of what Iron demonstrated was simply received with a small smile and a piece of candy. This changed when during one holiday party, during Iron’s thirteenth year, Iron demonstrated the ability to reassemble a broken clock. Such a feat wasn’t overly impressive in the realms of what Tinker magic could do but it did show real promise as Iron had taught himself how to perform the spell. So as the new year dawn Bismuth moved into the manor that his son and grandson shared and went to work on teaching the boy all he knew of Tinker magic, the magic that had allowed for his father to create the economic titan that was Atwood Industries.
At first Iron was ecstatic to be learning from his grandfather, the great Bismuth Atwood. This ecstasy faded quickly once their lessons began. It wasn’t that Bismuth was a bad teacher, far from it, he was however incredibly strict and continually pushed Iron to his limits. Forcing him to memorize the structure of a myriad of items; from toasters to elevators to revolvers and beyond. Bismuth’s teachings went far beyond the magical though and helped to smooth Iron’s sense of entitlement and superiority, though they never quite left Iron. During this time Iron also developed a close relationship with his grandfather and through this a love for the music of fifties and sixties but predominately a love for vocal jazz.
Despite his late start in magic Iron excelled at different aspects of his family specialty and by his sixteenth birthday had attained the rank of Novice. This being the case Bismuth began preparing Iron to attend Breakfast, the same university that the three prior generations of Atwoods had attended. And as such Iron started his first year at Breakfast at the age of seventeen. By the end of his first year Iron took and passed the examination to move up to the Journeyman rank. He spent his second year of attendance further mastering his skills and has hopes to attempt The Full Circle Exam by the end of his fourth year.
Additional Biographical Information:
-Iron is the son of Mercury Atwood and Marie Atwood.
-Mercury Atwood is a Master rank Tinker mage and graduate of B.U.M.
-Marie Atwood is a Journeyman rank Magnetic mage.
-Bismuth Atwood is a Master rank Tinker mage, graduate of B.U.M. and has spent the last decade or so toying with the idea of attempting to gain the rank of Grandmaster.
-Mercury never started Iron on any magic training as he did not believe his son had the potential to reach Master rank.
-Bismuth’s father, Cobalt Atwood, was the founder of Atwood Industries, a graduate of B.U.M. and a Grandmaster up until his death about eleven years ago.
-Despite starting training at B.U.M. Iron still trains with Bismuth when on break from university.
Master: Master Bismuth Atwood, the Great Tinkerer
If Iron Atwood was forced to sacrifice something important in order to move forward, it would be: the ability to listen to vocal jazz. Vocal jazz, and to a lesser extent music as a whole, serves both as a way for him to focus him mind for casting. Additionally it is one of the things that him and his grandfather have bonded over most.
If Iron Atwood was offered to have a single wish fulfilled, it would be:To surpass his father as both a mage and business man.