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    1. Art of Fun 10 yrs ago

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Interest acquired!

So the Progenitor class is the summoning of a character archetype rather than someone who falls within the archetype?
Clockface said
if I don't post it within the next 2 hours you are free to fill this thread with "waiting for OP" images


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Name: Amjad Zulqarnain

Age: 16

Appearance: Apprentice Investigator & Creator of Mystic Items

Personality: Initially Amjad comes across as an uncaring lad with little qualms in voicing his thoughts on a matter, with no regard to how appropriate those thoughts really are. Sometimes this aspect of him can actually be pretty useful, kick-starting a stagnant thought process or offering a perspective on a matter that was not considered before hand. Most of the time it's just weird and/or annoying. Unfortunately, things like jokes and metaphors more often than not go over him the first few times until he finally 'grasps' what they mean, in which case he'll probably find them unfunny or silly. On top of this, Amjad actually has a difficult time telegraphing and identifying his own emotions, all of it being tell tale signs of some degree of Alexithymia. While this would undoubtedly be the clinical conclusion, the source of this personality disorder is linked to his practice of Severing magic and an overuse of it while learning his magecraft.

When it comes down to it, Amjad is a very logical person who excludes emotions when it comes to making decisions - although not due to his lack of trying. It wouldn't be inaccurate to say that his magic affinity and his dedication to his craft have ruined him on some levels. But you could also see how similar things are inevitable for most mages, they operate on a different wavelength than most and Amjad just happened to tune into it earlier. Despite all of this, he's eager to try and please others in the face of his...quirks.

Abilities: Amjad's affinity is the idea of 'Binding'. This Affinity lends its self to Amjad's craft as a 'mystic artisan', a creator of objects and items with magic endowments. Most of Amjad's spells revolve around this craft, with little application beyond it other than the odd exception. Amjad has spent years refining his bloodline magic, using 'Severing' in tandem with his Binding affinity. While Severing is not his affinity, it is the only other area of magic he has invested significant amounts of time into, and the one which makes the most sense to study outside of Binding. There are many ways for Amjad to go about casting his spells, some more effective than others, but common aspects of his spell-casting are gratuitous amounts of spoken words, symbol drawing and alchemy. The average ritual for Amjad takes about about an hour, with fifteen minutes being a 'quick' spell. Evidently, the more 'powerful' an item is, the more time consuming and difficult it is to actually cast the appropriate spell. As a result of his craft Amjad has a very keen eye for details, as well as being a skilled metalsmith, calligrapher and alchemist who has a large selection of languages at his disposal (something which also plays a large part in his spell-casting), both written and spoken.

The affinity of Binding also gives Amjad some skills in spells falling under the parameters of 'Illusion'. With Amjad's abilities he certainly isn't fit for anything like direct combat, but he has been shown to be incredibly astute for his age - a lot of potential for an apprentice investigator.

Weapons/Equipment: Engraving tools, a variety of hammers and alchemy kits, a curved knife.

Brief Backstory: What if one day a kid came to your office, looking for some sort of apprenticeship in investigation work and then claiming he was part of a bloodline of magicians going back as far as when the Fertile Crescent was still a thing? Well, that's pretty much exactly what happened with Amjad. The bloodline of which Amjad is part of actually has no real 'name' as such, and so they were given the title Mār Ummiānu; artisan in Akkadian. The title persevered as did the bloodline through their trade and secrecy. Mystic artisans were far more of a presence during that era of ancient history but their work was always impressive, usually employed in the services of a monarch of some kind. It is in the past millennia that the old ways of mystic artisans, Mār Ummiānu included, began to die out. Amjad carries ancient secrets of the craft in his blood, but his mana reserves are average at best. The Mār Ummiānu bloodline has become so old and stagnant it reached the point of steady degeneracy in its mana quality.

Amjad is highly secretive of his origins and how he came to learn the Mār Ummiānu crafting magic, but his young age implies there could be more than one of them out there - somewhere. As for why he's in Japan of all places? Amjad, in his eyes, has a very simple goal in premise; He wishes to create a legendary item, something that will go down in history alongside the likes of Excalibur, Kavacha, Ascalon and so on. He believes that Japan is the place to find the correct ingredients, and investigation work is the way to find them. There's an issue with this story he tells, though; he seems unsure specifically what he's actually looking for in Japan. This just begs the question - what is he really there for that requires such a flimsy cover?

Notes:
Makes a damn good coffee.
Has a decent enough understanding of electronics to fix basic household appliances.
Can actually bind ghosts and other incorporeal creatures to objects.
His surname is a cover, as not to rouse any unwanted attention.
tl;dr mystic code crafting weirdo
Awh yiss, is this a Garan no Dou-inspired RP?
Market District

The Magus Mentor made no effort to hide her dour expression while making her way through the Market District. She was completely entitled to it after an absolutely ridiculous morning at the Academy. It'd started well enough, hosting her first lecture of the day on Applied Mathematics in Magical Systems, a rather simple class to teach in the grand scheme of things given its more down to earth content. It was after that when things were turned on their head.

While she may not have been the most popular woman at the Academy, she certainly was one of the most reputable in practical and academic status. As such, Irishtu often found herself in talks with the likes of the Association of World Explorers, a lively and curious bunch who would turn to the researchers at the Academy to aid them with anything remotely magical and complex in the name of exploration. More often than not, it was some sort of lock on a door to a labyrinth somewhere. The leader of this group of explorers is a man called Cale Pietrok. This is where the morning became frustrating.

Pietrok is a pushy fellow who Irishtu had talked with before to solve a variety of problems, but now he wanted something a bit too valuable from her: Her compiled research on a certain theory of her design. The worst part for the Lich was that he was speaking like she had no choice in the matter! The nerve of that man. He eventually left her be after what felt like an hour of refusing his 'request', and that's when Irishtu decided it'd be a perfect time for lunch. Not that she needs to eat anymore, it's just a humanising habit. This brings her to where she is now, with the lunchtime buyers giving her a wide breadth in the Market District.

Stalls and those manning them went by Irishtu, no particular product being sold caught her eyes behind her frames - until she spotted a near overwhelming amount of blue out of the corner of her eye. A stall manned by a squidkin with an accent that struck her as distinctly originating from Akitsushima, confirmed by the young girls words. Reaching into the pocket of her well-fit and long green coat, she searched for stray coinage. She'd always wanted to go to Akitsushima, but her life in Karstberg demanded too much of her time to allow for travelling.

Irishtu approached the stall once she'd grabbed some coins in her pocket, not yet taking them out. In a trained display of Thespianism, she wiped the grumpy expression from her face, instead opting for her usual mask of professionalism and faint disinterest. She nodded to Mizuko in greeting.

"You're very far away from home, friend." She pointed out with a polite, but faint smile. "You happen to have any fruit-based food?" A simple enough question. She clacked a coin against another in her pocket, to let Mizuko know that she did infact have money, if her appearance did not already give it away. "If not, then feel free to surprise me."
First thing that came to mind was somewhere in a town, but that's vague as horoscope. How about inside a museum/monument of some sort dedicated to heroes of the past? Seems corny enough to cut it for a first meeting.
As far as heroes starting up, I think one (or several in the Walkers case) should act as an initiator - sending out the call of 'hey we should all meet up at this place and do this World Heart thing', and then maybe start at the initial meeting. If we want to speed things along, we could always just say they've had that meeting and they know what they're doing, while we work it out in here.

EDIT: I'm down to clown with Elise being the initiator if we go that route, given her long-term goals, but I'm more than willing to let someone else take that up.
Hype mode engage.
The problem with hyper-regeneration, in roleplay at least, is mostly due to no-selling. Usually in place of something which would have regeneration I'd put enhanced durability or some such, something which allows you to be tough in general but you still have the freedom to say what's actually harming the character, even if it's not entirely consistent in it's strength. That way, effort and dramatic timing can be properly rewarded and responded to. Regeneration, as it's usually represented within RP, is a passive thing which just happens, no matter what injury you take it will regenerate and, surprise, no-sell the attack. Another way to go about it is to put heavier limitations on the regeneration - a common one I've seen is a heavy weakness to fire-based damage and damage to vital areas.

Hyper-regeneration 'works' (I use that loosely) in comic books because they're not open environments with multiple people collaborating, it's a singular author.
A hollow that turns into thousands of tiny hollow when hit.

Spider pinata.
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