Name: Tohsaka Kyoko
(First name means: "Child of the city.")Titles: The Devil's Landlady.
Appearance: Sex: Female
Alignment: Lawful Neutral
Identity: Kyoko is the product of the union between the Tohsaka and Edelfelt families. At first, there was nothing but grudge and complete animosity between the two groups, however, after a clash during a Subspecies Holy Grail War where the latter was beaten yet spared a second time, they reluctantly agreed to work together for a common goal. Eventually, such treaty would bloom into love, and the rest is history.
As a beauty who both dresses elegantly and boasts strong magical pedigree, one would think Kyoko represents the kind of star most people only get to see from afar and that is, in part, very true. The ideals and obligations she has inherited as the head of the Tohsaka family have paved a very straightforward path for her that rarely deviates from what is perceived as 'perfection'. That said, this woman makes an effort to constantly support and expand her own circle, a network of alliances that has kept the family alive for generations. Being an extraordinary host, she has worked hard to reactivate relationships between them and the Mage's Association, as well as the Roman Catholic Church, among other factions with ever-present political power.
In that sense, Kyoko might be more open than she initially appears. She looks down on others in a way that is both condescending and gentle, not turning a deaf ear on anyone who has a proposition to make, save a few exceptions. She's a schemer who can manipulate others to her own benefit without being strictly classified as 'evil', as she will not go out of her way to cause others unnecessary harm or ever break the rules or exploit a loophole present in a contract.
She's a talented landowner who is nowhere near as lax as the previous generations, acting in a mercenary-like manner that ensures no rent goes unpaid. A professional who favors and active approach and will come and knock your door if you forget to knock on theirs. In the even that the magic law is compromised, she will choose to uphold the norm at the expense of breaking the moral code humans go by. A warm face that can turn stone cold in an instant.
Quality of Circuits: Ranked B
Quantity of Circuits: Ranked A
Elemental Affinity: Fire & Earth
Attribute: Conversion.
Magecraft: 1. General Magecraft: Great aptitude in all fields, but their application does not deviate from the norm, leaving the Caster as someone unexceptional on the field.
2. Jewel Magecraft: Type of thaumaturgy that relies on storing Magical Energy within jewels. As long as it is embedded within one, a Magus can use it however they wish, depending on what kind of power is being stored in the jewelry. Jewel Magecraft requires both long periods of time to fill the jewels and a fortune to be able to buy them in the first place. If the Magical Energy kept within is released at once, the jewel will break, but will produce maximum results in exchange. Without Average one, its versatility is reduced somewhat.
3. Curses: An adept practitioner of Gandr Shot, a curse originated in Northern Europe. It works as a projectile fired from the caster's fingertips that debilitates physical condition on impact. Due to its nature as a curse, effects persist for extended periods of time. Condensation of the magical energy contained within it bestows the capacity to inflict physical damage as well, being comparable to common ammunition. This application has been dubbed 'Finn's shot'. In Kyoko's case, she can also create 'incendiary rounds' which deal bonus damage against armor and structures, and start or expand a fire on hit.
4. Mystic Eyes of Flame: Natural Mystic Eyes, the mark of a first-class Magus. Upon drawing Magical Energy to the eyes, whatever lies within the target's field of vision is immediately set ablaze, provided it stands within 25 meters from the caster. Those with resistance won't see their skin burn but attires that aren't enchanted will quickly give in to the flames. It trades efficiency for high-accuracy and speed, as using it drains a considerable amount of Magical Energy. Compared to a similar fire spell of equal range and power, it costs three times as much. A triumph card used sparingly.
5. Second Owner: A Magus who was put in charge of a portion of land by the Mage's Association. A supervisor who is responsible of all supernatural matters that take place in Fuyuki. Both a blessing and a curse that places a great deal of responsibility on one's shoulder. Through the years, the Tohsaka have slowly made sure that the ground beneath their feet is indeed theirs. The entirety of the Miyama's Residential district classifies as a location where 'The Tohsaka Thaumaturgy Flourishes', turning it into something akin to a 'Temple', which is superior to a 'Workshop'. If one wants to establish their own base within this district, not only will the Tohsaka be informed of it, but also the overall effectiveness of said base will be diminished. This can be avoided in two ways, either by paying a toll, that is, being on good terms with the Tohsaka through some kind of agreement, or by tampering with the land and its leylines. Not just extensive knowledge and talent is required to perform the latter, but also whatever solution reached will only be temporary.
6. Grand Circuit 'Edelfelt': The culmination of a project that started with the Second Generation. It only reached this stage thanks to the incorporation of secret principles of the family its name pays tribute to. A massive magic crest engraved not on one's body, but on the land beneath their feet. It makes use of the Magical Energy naturally channeled through the Earth and gives it a direction and purpose, effectively turning it into a giant magic circuit. To put it into simple words, the land contains the knowledge passed down from one generation to the next, while the body bears a second crest that merely acts as a key in order to activate it.
The true and evolved form of their 'Second Owner' territory dominance, created from the shared attribute of Conversion and the Ore Scales Sorcery Trait. Once active, it works as an independent weapon that is not restricted to the power output of a single person. In that regard, it is capable of turning the entire city into ruins without much effort, but because the Tohsaka's are also in charge of the land it occupies, using it that way creates more problems than solutions.
If not used as a generator of grand scale spells, it offers a second function in operating as a battery to supply a Servant with all the sustain it needs and more. So long as they remain within the confines of Fuyuki's Residential district, their bodies heal at an alarming pace, requiring only about ten minutes to fully recover from an incapacitating wound. However, a clear 'one-hit kill' or the 'complete eradication of one's body or soul' might be able to bypass this regenerating mechanism.
Inside their territory, the Tohsaka cannot be beaten, or so the legend goes.
Mystic Codes: 1. Jewel Treasury: The collected fortune of the Tohsaka and the Edelfelt. An immense vault containing jewelry capable of storing magical energy. Each jewel possesses a natural elemental affinity which changes the nature of the spell once the magical energy is released.
2. Spare Command Seal: A Command Seal that belonged to the Edelfelt twins during the Third Holy Grail War. Its unused power has been embedded in a heart-shaped jewel. A small aria is required to release the seal and access its power. A portable miracle that can be used on a Servant, on one's own body, or as fuel for a particularly strong spell.
Non-Magecraft Abilities/Items: 1. Extraordinary Diplomacy: The Tohsaka Family has kept close ties to both the Mages' Association and the Holy Church all throughout their crusade. They are masters of politics, who know 'who is who', 'who owes who' and 'who can be asked for a favor or two'. The fruits of their labor bolster the success of actions that involve negotiation with aforementioned parties, as well as interaction with individuals that share common goals or values. However, straightforward traditionalism prevents proper cooperation with those that see thaumaturgy as a tool as opposed to a field of study.
2. KKT - Finnish Martial Arts: A synthesis of techniques from the Japanese and Korean martial arts, primarily Judo, Ju-Jitsu and Karate but also from Tae Kwan Do and Aikido. It emphasizes physical endurance and the ability to take physical punishment in combat without being unduly perturbed, elevating and strengthening the spirit, emphasizing threat neutralization, simultaneous defensive and offensive maneuvers and developing an always aggressive mindset.