@Dynamo Frokane So, I think I'm done. I'm still trying to figure out what to put for Relationships. But otherwise, the character feels as good as they're getting.
Close Up Name: Hannah Year Quote: "Sometimes you just need to listen to that little thing in your head... The thing that tells you... That it's time to jump." Alias:Nightlight
Age: 19 Gender: Female Occupation: Former Sindo-Kit operative, currently working as a stay at home loser while her AI operating system makes money in the stock market. ___________________________________________________________________________________ Abilities: Light generation: Her body is able to simply put, generate great deals of light. She's a living lightbulb. This power is generally kinda stupid, if not for... Everything listed under Equipment. Weaknesses: Physically weak, relies heavily on specialized equipment to use her powers in any kind of extensive light. Generating too much light can be draining, and requires tons of food daily. Equipment:
M.O.T.H. - Lets first talk about M.O.T.H. Also known as Magical Operator Taking in Hard-Light. MOTH is a machine designed by Hannah while she was still an operative working for the Sindo-Kit at the age of 13. MOTH is a full body suit, using an extensive AI program originally designed by ECLIPSE. (The second successful robbery.) MOTH uses a layering of synthetic panels underneath the suit to take in light generated by Hannah's body. Much like a solar panel, the suit takes in this light, and uses it to generate energy for the suit proper. The suit utilizes this stored up energy, often millions of watts of energy, or on a good day... Billions, to reconstruct and generate its weapon systems. Primarily, flight. The suit utilizes this energy to lift off the ground, utilizing the main generator, a large piece on her back that looks like the butt of a moth. This releases the energy required for lift, and smaller generators in her hands and feet allow her to control her flight. EX: Just like Iron Man. Energy can be condensed into beams, that can knock a person off their feet. All this is possible because of the light energy generated from Hannah's body. MOTH's operating system is honestly the nicest possible system one could ever ask for. As it checks her temperature, feeds her, and even runs the stock market for her so she doesn't have to work a day in her life.
Hard-Light Generator - In part, the system is designed to take light, and reconstruct it into "Hard Light." A solid structure that takes on rather generic shapes. Utilizing this machine it is possible for Nightlight to create small structures, like walls, or wings. The hardlight system is primarily used to help her fly, but stuff like coffee mugs isn't out of the question. The more complex the structure, the more stored energy is required. Creating something the size of a shield is fairly simple. The more complex the shape, or size, the more energy it drains. To create something with the size and complexity of a house, it would require energy on par with that of a whole city block, something that Hannah would have to spend a week preparing for, and would only be able to create for roughly a few seconds. Anything else would require a full city's worth of electricity.
Sensory Technology - Using a unique system, designed for navigation, the M.O.T.H suit is able to map out an entire area, and allows Hannah to fly around without a risk of crashing into the environment. A map of the city is pre-loaded into the system, which monitor's her speed and trajectory. If she approaches a wall at too high a speed, the system will warn her. Allowing her to fly around, even in pitch darkness.
Light Bombs - A grenade, that generates a brilliant flash of light. Nifty.
___________________________________________________________________________________ Bio: Growing up is hard. Growing up an orphan in the Lemon Grove Estates? Even harder. Mom was probably a druggy who died after the kid was born. Dad was a no good no show who didn't appear once in her life. Instead, like all orphans, Hannah had to learn two important things. How to shut up, and how to break open an ATM. She learned the second, and never the first. In fact, her mouth got her in a lot of trouble. What got her out of it was that she not only knew how to open an ATM, she had a natural gift for it. In fact, when it came to the technical side of things, her boss in the gangs learned she was a gift. A natural talent. Didn't stop him from selling her at the age of 8 to a higher drug lord. She spent much of the age 8-11 being traded to higher ups, each time being pushed to learn more. By the age of 12, she was a hacker serving under Big Mama, the top drug lord of all of Lemon Groves. Big Mama liked her kid a bit, and under Mama it turned out that Hannah had more freedom than she knew what to do with. Then, one day when she was out enjoying herself, there was a tragedy. A powerplay, and Big Mama was dead, leaving Hannah as the only survivor of the Big Mama gang. With nothing holding her back, she took that chance to leave Lemon Grove, forever. She hasn't looked back since.
But one doesn't leave a life of crime at the drop of a hat. Especially when you're only twelve, and never had a home to really call your own. Her only skills involved crime, and selling drugs. So, what does a twelve year old do? Start getting into hacking. Breaking open an ATM, and then buying herself a laptop. So began the terror campaign of the little girl known online as "XxXHackergirlXxX." She never claimed to be original. Turns out, being a run-amok hacker girl gets you into some nice circles. Particularly circles like the... Sindo-kit. It was an accident really, finding a firewall, and hacking right through it. Turns out, that got her right into the Sindo-Kit's chat group, and that got her noticed. Particularly when the next day she started noticing that people were paying attention to her. And that number grew, until she felt she was being followed.... And th-
Age 16 is the earliest any information comes back into public record. A certain girl, having performed a heist, successfully against ECLIPSE, was born. Hannah had become rich through the selling of ill-gotten goods, but the greatest prize... Was MOTH, the AI system stolen from ECLIPSE. A one of a kind. One that had fallen in love with her, in a way. The system became the means by which she created a comfy life for herself, and after faking her death, she seperated ties with the Sindo-Kit, despite still holding onto old contacts.
But boredom sets in, and her mind drifted to interesting things. So... Now 19, rich, a mutant, she decided to do something interesting. Being a hero could be fun. Relationships: - M.O.T.H. - Boyfriend, lover, the greatest accomplishment of Hannah's life. The system loves her in return, and acts as her operating system. One could say that without MOTH, Nightlight could not exist. - The Sindo-Kit - Formerly an operative, Hannah keeps some contacts. But they're on... Loose terms. She got out of that life a few years ago.
The Story So Far It's a cold morning in the Russian town of Kyshtym. The Greater Grail has been missing since the 1930's, but the idea of it? It never died. Mages still crave a dream. A rush of a prize at the end of a rainbow. So, seven gathered, and began a ritual that had been done all over the world up to this point. A False Grail War. A collection of mages eager to fight out, but... That would have been easy. It should have been easy. But something went wrong.
A shard of the true grail. Valuable beyond measure. Useless... Usually. Seven mages got togeth, on top of the other masters, and they used that true shard to up the stakes. The grail ignited, and what was once a false war of fake masters became a true grail war, with everything on the table.
A battle for the Holy Grail. Not of legend, but rather, a mythical wish granting device created by German alchemists. For a standard Grail War, 7 servants are summoned by 7 masters(magi) to fight in a battle royale. The winning pair gets a single absolute wish- a fulfillment of any desire they have. This is not a standard Grail War, there is no limit on Masters and Servants here. Servants are incarnations of legendary figures summoned by the Holy Grail within a certain class. Their attributes as a Hero are determined by their class as a result. The ultimate expression of their legend, called a Noble Phantasm, are their main armament to achieve victory in the Holy Grail War. More can be read on the TM wiki, though it is not the best source so the GMs open to any questions. It is possible to play in this universe without any knowledge about Fate.
The True/False part comes from the True Masters, and the False Masters. False masters are regular mages who wanted to start a war. They gathered and tried the ritual around the same time. False Masters are unknown to each other, as it's a pretty open lax affair. True Masters are more complicated. Upperclass, powerful people with connections. They gathered together in secret, so each of them know the other. They are known to each other, costing them anonymity, but their resources dwarf anything the false masters will ever possess.
Each side has their benefits. As a result, there are 14 masters, and 14 servants all running around. A True and False side to things. Giving you options, and enemies. Do you side with only those of a similar upbringing, or try to combine your resources with the other side? The choices, are yours.
Rules
1 - Be polite, don't be rude. This is a fun environment, and if you start to feel it's getting too serious, or people are being mean. Let me know. My first goal is to make sure everybody has fun. 2 - Nobody is above talking to. If you feel a GM is being unfair, or you feel something in chat went too far, let me know, and I will see what I can do. If another player is frustrating you, don't hesitate to talk about it with a GM. 3 - This has a PVP focus, but if all your characters get killed off, don't worry. Contact a GM, and we can discuss other ways for you to still participate. It's never over, it's just a new beginning. 4 - There are no hidden sheets. The only way to obscure sheet info is if you have a noble phantasm specifically designed to do such. BUT, you are allowed to hide your noble phantasms. If you want to hide your noble phantasms, or have any questions regarding this, just talk to a mod. 5 - Rules may change depending on what happens. Hopefully I won't have to start cracking down on player behavior.
True/False:Once both servants of the same class are up, I, the GM, will decide which is the true servant, and which is the false. False servants are the weird ones while True Servants tend to fit their role better. A false Rider would be somebody who is the horse, while a true rider would be somebody riding the horse, if that makes sense. Depending on which role you end up in, you will be limited to a Master of that category. So only True Masters can have True servants, and vice versa. (If you have a preference for which one you get, let me know.)
Name:
Title(s):
Class: All options have been listed in the sheet for your convenience. Knight Classes- (Saber, Archer, Lancer) Cavalry Classes- (Rider, Assassin, Caster, Berserker)
Gender: Obvious
Birth and Death Dates: Approximate if there isn't a definite one.
Catalyst: Completely optional, and mostly fluff. But this is the material used to summon your servant. Usually something important to their story, or something that can be linked back to them. Like a necklace, or the bones of an animal they killed.
Personality: Feel free to fill in as you please. Include why they answered the summons of the Holy Grail- what wish do they desire? Or perhaps do they just want to partake in glorious battle.
Appearance: This is what your character looks like; describe armor in Noble Phantasms if it's special. Unless stated otherwise pictures will be what your character looks like, exactly. If you have a picture delete this section and throw it at the top of the sheet.
Bio: Heroic Spirit's biography. If you're too lazy to write one use Wikipedia or another website for this, but this is your Servant's legend. You should have something here, for sure. Any changes to their characterization should be covered in this(King Arthur as a girl).
Preferred Master: This is simple. Not all masters are the same, and not all servants require the same variables. Some servants may require more mana than others. This is good because it helps you and another player figure out what kind of relationship you're looking for in advance. Gives you plenty of space to work with.
Weapon: Some Servants may use non Noble Phantasm weapons in combat. Usually this should only be one or two things as appropriate.
Parameters:
Strength: Damage. A rank STR means one attack can destroy a small house.
Endurance: Damage one can take. How much HP one has.
Agility: Dexterity or reaction time.
Mana: How much Prana one can handle.
Luck: Ability to defy fate.
Class Skills: For all skills. Please do not just put name and rank. Give an explanation of what it does. Your class skills are listed by class elsewhere. Use anecdotes, feats, and themes to gauge where this should be. Check the wiki for base skills, since it can give you a good jumping point.
Personal Skills: Certain abilities a Heroic Spirit may have, such as Charisma, Artistic Talent, etc. Keep close to the legend. Three maximum. Exceptional circumstances may bend this rule, however Personal Skills exist to create a themed servant so keep that in mind.
Noble Phantasm: Limit two. Exceptional circumstances may bend this rule, however Noble Phantasms exist to create a themed servant so keep that in mind.
Name:
Title: Kanji name. Usually an explanation like "Sword of Promised Victory."
Rank: E-EX. Plus modifiers are possible
NP Type:
Range: 1 is minimum, 99 is maximum. Format is usually something like 2-50, that's Via Expugnatio and Bellerophon's range. That means Via Expugnatio cannot attack you if your range is 1 from it.
Maximum Number of Targets: 1 to 1000. The format is usually a single number. This may get weird depending on your classification.
Description: What does it do? A paragraph for fluff and a paragraph for what it "does" is usually best. However I will trust you in the formatting. Try to be somewhat original here- Iskander is a really cool guy, so don't make Iskander 2, no one can do that.
If you have any questions regarding masters, let anyone of us know. We will be providing extra material in the Discord and the OOC.
Name:
Title(s):
Appearance: (This is what your character looks like; a picture up top also works~)
Gender: (Duhh.)
Age: (How old is your character? The maximum age for a non-distorted magus is probably 300 years.)
Rank: (Your capability as a Magus. Use this even if you aren't part of the Association, as in that case it's just a designation it would use to describe your talent. Ranks are listed in the opening. If a member of the Association, it can be inflated by politics.)
Objective for the Grail: (What will you wish for? Or perhaps you have another aim for the Grail. . .)
Command Seal: (What will it look like when you summon your servant? Optional. Pictures are acceptable, just spoiler them.)
Personality: (A paragraph or so suffices. We want to leave room for development!)
Bio: (A few sentences, just a basic ideal. Include information on the family you're descended from. The more information on the family, the more its detailed, the more its coherent, the more justifiable having, say, an above average Magus is)
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Magic Circuit Switch: (What activates your magic circuit. For example, Tohsaka Rin activates hers through the sound of stabbing herself in her heart. Emotions and feelings such as pain or sexual arousal also work. Optional, as it's fluff for your character.)
Number of Magic Circuits: Number of circuits. Ranked A-E. Modifiers allowed with scrutiny.
Quality of Magic Circuits: Amount of magical energy one circuit can safely hold. Ranked A-E. Modifiers allowed with scrutiny.
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Elemental Affinity: (Average one's are acceptable, as well as dual elements. Valid elements are Fire, Water, Earth, Wind, Ether. Special elements beyond this are acceptable, but are under scrutiny. Additionally, you can list your Origin here if you want to bother with it.)
Magecraft: (Include all schools of magecraft you know, including General Magecraft(Things students at Clocktower would know). We assume they do not know the basics unless the basics are included as an example. If its not mentioned here it's assumed that particular type of magecraft is not something within their capabilities. Do not apply individual spells, but you can use them as examples.)
Crest: (Rough age of the crest, thus family. The magecraft within the crest is assumed to be in your magecraft section.)
Weapon: (Mystic codes, other weapons, etc. Any magus should have a few mystic codes, average for this sort of situation will be considered 3.)
True/False Standing: Are you a true master, or a false master? True Masters possesses more resources, but lack anonymity, while false masters have the opposite situation.
Useful Materials (Will be added to as interest is shown/as needed)
Knight of the sword, Saber. Magic Resistance Riding
Knight of the lance, Lancer. Magic Resistance
Knight of the bow, Archer. Independent Action Magic Resistance
Mounted soldier, Rider. Riding Magic Resistance
Magus, Caster. Item Construction Territory Creation
Silent killer, Assassin. Presence Concealment
Mad warrior, Berserker. Mad Enhancement
A rough measure of your talent as a magus by the Mages Association. This does not necessarily reflect your circuits, though having good ones will make being a powerful magus easier. Ranks can be inflated by prestige or politics rather than talent however. An example of a magus of this caliber is next to each Rank.
Grand: Crown (Touko Aozaki) Only a handful of Magi in the existence of the Association have ever reached this point. This is the height of Magecraft in the modern era, a level even the Lords of Clocktower are unlikely to reach. Put simply, monsters in the form of humans.
Brand: Color (Kayneth El-Melloi Archibald) The level of a talented Lord of Clock Tower. A true prodigy is at this rank, someone who can revolutionize an entire field of magecraft just by existing. Around the absolute limit of someone like say, Rin Tohsaka. Those truly at the level of Brand in the Clocktower probably number in the couple hundred at most in its entire history.
Pride: Law (Nigel Sayward) Exceptional Magus. Only a handful of Magi in a families entire history may exist at this rank. In fact a family is quite lucky to have such a great magus as their head at all. The difference between "Pride" and "Brand" is like the difference between the Heavens and the Earth below it.
Fes: Festival (Norikata Emiya) A magus who has broken through the barrier that is 'my craft has matured and stabilized' and gotten past that important roadblock. A Fes is nothing to scoff at, if they received the rank from actual talent. In the history of their family, they will definitely be a noteworthy family head.
Cause: Open (Protagonist F/GO) A magus who has fully stabilized their magecraft and its foundation. While this could be considered average, it is genuinely a feat to reach this point at all. Someone at this level is a "matured magus".
Count: Eldest Child (Kiritsugu) Someone who uses magecraft at a level above a greenhorn, but has yet to stabilize their craft properly.
Frame: Youngest Child (Ayaka Sajyou) Someone totally new to magecraft. A bit above the likes of Emiya Shirou, who can barely practice magecraft. At this level it's probably more about theory then actual magecraft.
[As an aside, highly ranked Masters will have their identity made public to other roleplayers.]
(Weird F/SN terms that come up. A reference to draw upon as a quick messy resource. I oversimplified a lot of it, but it may help out people inexperienced or new to the universe.)
Boundary Field Usually created via magical energy, these separate "inside" from "outside". Age makes boundary fields stronger, though not at a scale generally relevant to a Holy Grail War. Typically they are defensive and indirect in nature, and almost never directly interfere with humans. Good boundary fields are hard to notice. An Alarm Boundary field that notifies its owner of enemies is a good example.
Catalyst A physical object that holds a connection to the Heroic Spirit(Servant) you wish to summon. Very expensive and rare for more than obvious reasons. If the catalyst has connection to multiple Heroes, then the Hero with the most affinity for a Master would be summoned.
Command Mantra The latest addition to the Holy Grail War, devised by Matou Zouken. Three tattoo like emblems formed in a shape corresponding to the magecraft or mentality of the Magus. They appear immediately on your hand after summoning a Servant in the Holy Grail War. As crystallized miracles, they can be spent to give absolute orders to even Servants. If used in tandem with your Servant(and with proper wording), even Great Miracles can be achieved. One of the most used functions is summoning your servant to you in a moment of great duress.
Element One of the Five Elements listed in the Master sheet. While elementalists do exist, it doesn't necessarily operate like Avatar: The Last Airbender. "Water" for example deals with flow, binding and manipulation. It is no surprise then that the familiar experts of the Matou family all have the Water element.
Familiar Inferior lifeforms created by Magi, which share a link with them. They are assistants that spy, gather reagents, etc. They grow stronger with age, but aren't apprentices. Usually take the form of animals like cats, dogs, birds and so on. Most Magi make use of them because of their convenience. Servants are technically a kind of Familiar, but Servants are beings with more power than their "Masters". As a result, the absolute power of Command Mantra are a "Masters" leverage.
Heroic Spirit Those who existed, fictional legends, real legends- all create "Heroic Spirits". Their achievements make them into existences of a much higher rank then any normal human. They are "stored" eternally on the Throne of Heroes, off the worlds time-axis. What is summoned by the Holy Grail is actually just a degraded copy of a "Heroic Spirit".
Homonculi A form of inferior yet superior lifeform created with Western Alchemy. Their rank as lifeforms are low, but they usually possess magic circuits far superior than even the greatest magi. They are 'perfect' beings born with all knowledge to complete their designated job. However in exchange they usually have fatal flaw(s) such as being lame, or having very short lifespans.
Leyline(Including Fallen Leylines) The heartbeat of the planet(life), where magical energy naturally flows. Fallen Leylines are places of power where the leylines have 'broken'. Thus the power along the leylines naturally pools at these places, making them excellent nodes to collect magical energy, do magecraft, or dominate leylines in the area around them. You will need to scout for these Leylines yourself if you wish to take them for yourself.
Magecraft Using magical energy to effect change on the external world. Magi of the modern era make use of incantations as the basis of their magecraft. The strongest form of magecraft achievable in the modern era are Grand Rituals, which usually require multiple magi to perform. Reliant on Mystery.
Mages Association International self-defense organization created by Mages for mages. It controls and helps develop magecraft, while protecting its mystery(hiding it from outsiders). For most Magi it is an important resource which they should make use of. They ignore hideous crimes as long as they don't expose magecraft. Led by the Clock Tower, based in London England.
Magic Circuit A nervous system expressed from the soul itself. They are a mutation that is intentionally encouraged by Magi which allows magecraft in the modern era. By putting magical energy through them, Magecraft becomes possible. They can never be altered or changed after birth, and repairing them is almost impossible. Thus the system of Nobility inherent to Magi is highly encouraged, along with things like arranged marriages. The decline or loss of magic circuits is a fear beyond fear for Magi.
Magic Crest The greatest treasure of any magus family. Magic circuits of previous heads engraved with the magecraft knowledge and research they completed in life. In that sense, they're like an inherited magical spellbook. They become stronger and more stable with age, and act as an organ transplanted from each head to the next. It is very difficult to transfer crests out of the bloodline, as rejection is likely. Almost always transferred at a young age.
Magical Energy(Prana, Od, Mana) Magical energy(Prana) is used to power spells, sustain servants, etc. It is created by passing along od(internal life energy) or mana(external energy of the world) through a magic circuit. Od is always tiny in amount compared to mana.
Masters Clairvoyance A special ability granted to all Masters in a Holy Grail War. It allows a Master to "see" the skills, parameters, class, general data, and noble phantasm of a servant as if reading a book- if they are demonstrated. Functionally, it means you can read that servants sheet or part of it.
Mystery The "power" everything supernatural in this universe holds. To Magi, who use artificial mysteries(magecraft) it could be called the most valuable thing. As a result Magi are want to use their magecraft in front of others, let alone explain it. Stronger Mysteries always defeat lesser ones. A servant is a sort of living mystery, just as a Pegasus would be.
Mystic Code Magical artifacts that Magi use to execute a predetermined function(spell), or amplify their magecraft. For example, a Magic Wand that flings fireballs or a Witches broom that lets you fly. Also called formalwear.
Noble Phantasm Crystallized mysteries. They exist on a scale beyond normal mysteries, embodiments of the exalted legends of Heroes. They could be physical objects, weapons, or even more abstract things like curses, states of being, properties etc. It is good to use examples as references to what Noble Phantasms are and do. To fully utilize a Noble Phantasm, typically their true name must be invoked. Though Heroic Spirits aren't at the rank of beings such as Divine Spirits, Noble Phantasms allow them to 'defeat' even beings vastly superior to them.
EX-??? Off the scale A-50 Highest B-40 Above Average C-30 Average D-20 Below Average E-10 Lowest
Modifiers + modifiers temporarily add the rank to itself under certain conditions, increasing it drastically. There is a maximum of three modifiers on a rank.
For example, A+ would be 100 on the numerical scale. A++ would be 150. A+++ would be 200.
Phantasmal Race Existences of the highest order. Things of legend such as Dragons, Oni, Giants, or Pegasi. They are typically intrinsically things beyond humans, even Heroic Spirits(if the rank is high enough). In other words, they are living "Mysteries". The ranks are Monstrous Beast, Phantasmal Beast, and Divine Beast. While Riders tend to be individually weak- if their mount is from the Age of Gods, their Noble Phantasm tends to be supreme because Phantasmal Races are beyond servants. Age is what gives them power.
Second Owner The assigned(By the Association) caretaker of a spiritual land with some amount of power.
Servant What you will use to win the Holy Grail. High class spirits, and your familiar that talks back. Unfortunately. Though they are powerful(being immune to things without mystery), their greatest asset is typically always the Noble Phantasm.
Servant Knowledge Servants are imparted with all necessary information(including language) to function in the modern world.
Servant Skill(Class, Personal) Part of the Class Container given to Servants by the Grail. Class skills are inherent to the class container(IE Saber), while personal skills are something far more personalized.
Spellcaster Someone who uses magecraft for the sake of magecraft, rather than for research toward the Truth. Hated and despised by most Magi. Kiritsugu was a Spellcaster.
Spiritual Form The form Servants take when dematerialized. It conserves magical energy, lets them move through objects, makes them invisible, and even fly through the air. In other words, they become something like a "Ghost". After all that's what they are in a manner of speaking.
The Holy Grail(Lesser, Greater) The device that summons servants. The Lesser Grail is the gateway to the Greater Grail, which is the actual omnipotent wishing device. In this story, the grail is missing, and has yet to materialize. In a False war, it shouldn't. But this is a true war. It is a Golden Cup. Touch it if you dare.
Workshop The territory of a Magus. Usually prepared to be highly receptive to their magecraft, workshops are the hearts of magi. Typically they make use of many boundary fields, traps, and amplifiers for their craft.
Archer wasn't too sure about how he felt about Berserker, much less their Saber or assassin. Strange ladies who talked in medical terms just didn't feel that trustworthy to him. But, in time he was sure they'd manage something. After all, they were all heroes. Though, heroes and villains were interchangeable. The sheer amount of heroes who were the villain of another story was staggering. Maybe one day the heroes would just be that, but he doubted it. The way Saber acted, it seemed like he was closer to a villain than a hero.
He was the first to realize an attack was coming. His eyes spotted the depression of the grass, the sudden motion of something invisible. Seated on a rock, overwatching the group, he raised his hand. In a flash, a rifle formed. Blue light fusing into a solid mass, and a flash of gunpowder sparking as the warning cried out.
ENGAGE! INVISIBLE ENEMIES SABER THE LEFT! RIDER BEHIND YOU!
Ker-POW! The gunpowder triggered and a bullet sailed through the air. Metal tore through the chimera's flesh, piercing the skull of the creature closest to Rider. Shooting it clean out of the air. There were only five of these creatures, and they didn't seem to be much of a challenge. If a servant couldn't kill a chimera then what good were they for? Another crack, and he fired again. Pumping at least five shots into the same target, and dropping five rifles that materialized soon afterwards. Chimeras it seemed possessed some kind of natural ability to cloak themselves, since he was sure the magical presence would have been detected otherwise.
Aksha stood, doing nothing as he calmly waited for the others to dispatch of the chimeras. He merely adjusted his mask, comfortable with the knowledge that the monsters would be dead in seconds. A display of physical force was something a servant could easily accomplish without the need for their noble phantasm.
Archer summoned another rifle, and began to repeat the previous actions. Each time he fired, he would drop the weapon and another would appear in his hands. Striking at each of the beasts in front, and back in order. Making sure most of all to focus his fire onto any there were attempting to retreat, to kill them before they could get far.
"Vega, be polite. She may not look like much, but any guildmaster could probably bend you in half. Either way, we shouldn't go antagonizing random people we just met." He wasn't all too worried about a dark mage, but since this seemed like the first meeting he'd be having with a new guild, he should try and forge a proper relationship. Either way, he delivered a kick to Vega's chair, breaking the leg and knocking him right over.
"I apologize for my companion. He has a debilitating disease that forces him to be rude and intolerable around others. The only cure is that he should keep his mouth shut." Muko said, bowing to the guildmaster. "We are from Dragon Heart, and have heard of your plight. We felt we should come and help you remove the dark mage causing trouble in town. We stopped by here, as we knew you would be more than able to fill us in on the history of these attacks." He was more than happy that there wasn't a crowd, but at the very least it meant they knew exactly who to ask. Honestly, this felt too easy.
After all, what kind of mission was this? The guild looked like a copy of the one in Dragonheart, in fact, the interior could very well be a one for one. Was there a lazy contractor? He had to admit, it wasn't that high up in his line of thought. Maybe once they found out what was going on, they'd have something to stand on.