[hider= Get Your Rock's Off] [center][img]https://a.playmoss.com//uploads/images/a/d/a/adachi.png[/img] [/center] Name: Walter Garbury Title(s): Scum of the Garbury's, Waltz, Magic Hands Walt Gender: Male Age: 25 Alignment: True Neutral Rank: Objective for the Grail: To get his family off his back Personality: Snide and charming are both words people tend to use when describing Walter, he's always claimed his most powerful weapon to be his tongue. Always cracking ill-timed jokes and going way over his head is his specialty, using humor to get over his troubled mind is pretty much his only escape. In reality, Walter hates doing anything that requires too much effort, he's much more content to take the easy way out of things and whilst not a pushover, if he's given an offer to get out easy and given instructions, he'd take that over having to do everything by himself. He's not a coward, due to his upbringing he has no true fear of things he understands, yet if something occurs that he cannot comprehend he will do anything to achieve self-survival, doing anything from underhanded deals and sacrificing his family's secrets to ensure his own self is secured. However, if someone puts their trust in him, that changes things as suddenly, Walter will never betray them if they trust in him. Biography: Walter Garbury, second-born son of Marvin Garbury, was born with not many prospects in his life. His father was a prodigy at his age and had countless connections with people in the magus sector and he was reminded that brutally as he grew up by his family, their pride for themselves almost blinding compared to how they viewed Walter, but he had no care for this. Although as a child he found golemcraft fascinating and the tricks his mother taught him were legends to him that he would never forget, but the stinging reminder that he would never be that impressive was always etched in his young mind. Walter planned on ducking out from his family's line of work in his teenage years yet they forced him to undertake a clocktower education, something he absolutely loathed. Many acquaintances of his family looked down upon him Walter, on the other hand, was more focused on how to use the skills of magecraft to escape this shitty world of mages and use it to his advantage slyly in the real world. His father was expecting an heir that could live up to his expectations, but years of living in the expecting shadow of his father had turned him against ever becoming anything like him, turning him against magecraft, only partaking in it to keep his mother happy. He dropped out of his Clocktower education at the earliest possible time and became a bartender in a London pub, running poker sessions as a way to get cash easily so that he could form his own family and formally cut off his family. However due to his unfortunate lack of affluence and wealth, the family still had a hold over him to coerce him into sustaining some kind of magecraft practice as he still had the family crest. Unsure of what this was intended for, he complied. However, finally, that day arrived, and to save his father's skin, his skin was on the line for the family in return, his freedom. --- Magic Circuit Switch: Sound of dirt sprinkling Number of Magic Circuits: C Quality of Magic Circuits: B --- Elemental Affinity: Earth Magecraft: Golemcraft: Through years of his family's tutelage, Walter adapted to their signature style of golemcraft, as created by his greatest ancestor. Usually, clay is the most ideal material to create his golems but Walter utilizes many different materials when creating his assistants, combining materials however makes them more volatile and more likely to have structural flaws. At a time, Walter can only command 6 golems at a single time, however, doing so strains his concentration and creating all 6 can wear him out a lot due to his lack of discipline. Standard Magecraft: Clocktower magecraft was something he was forced to attend meaning that the knowledge he sustains is somewhat dwindling. He knows basic spells and practices, however, he has no real idea of how bounded fields work at all. The rest of the basics he understands but he's more versed in golemcraft than the basics in all honesty. Illusionary Magecraft: Something he studied whilst at the Clocktower, Walter is experienced in creating minor illusions that most Servants could tell very easily were mere smoke and mirrors, yet some magus may be fooled by his trickery. Using images he imagines and through this minor illusions can be created to this effect, usually using playing cards as focuses. Alchemy: Golemcraft itself is quite similar to alchemy, because of this Walter's experience with Alchemy is also homebrewed, he can brew standard potions and mostly focusses on creating concoctions that can solidify and increase the sturdiness of his golems. Magic Crest: 300 years old Equipment: Golemcraft Kit: Consisting mainly of selective inscription tools, such as sculptor's tools, gems used to power the golems that Walter creates, also contains raw metals that he uses to equip the golems with defensive options and anything else he can use to create golems. Colt Cobra: Standard revolver that he bought himself for self-defense, refuses to use magic with it due to how the archaic nature of gunpowder. Primal Seed: What appears at first to be a bloated black and green heart is really something made from dirt and natural materials. This Mystic Code is one leant to him by his family, something created to sustain a superior golem. The Primal Seed, is a core for a golem, one that when placed within the golem will create an aggressive and sturdy man-made beast, stronger than any normal golem that Walter himself could create. Because of the focus needed to sustain the creation, only one other golem can be active at the same time. The Primal Seed can be crushed and the golem will crumble immediately, Walter can also deactivate it at will. Concealment Orb: A specialized orb infused with his family's magic, passed on for generations, although many of them consider this to be a useless contraption, it is still a minor mystic code. The orb when planted somewhere surrounds the area in a field of concealing, disguising all traces of magecraft, this acts as a bounded field as Walter himself does not know how to create a sturdy one. Exceptional Benefit: Superior Mystic Code [/hider]