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Masquerade: Shades of Scarlet

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Synopsis
Life is a Gamble Alistair: "Life... it's a masquerade. You dance, you spin, you smile-but mostly, you hide. Nobody ever sees what's underneath." Harley: "Ooooh, spooky! So what are we talkin' here, sugar? Masks... or that ugly mug you're sportin'?" Alistair: "Cute. I was born a lover... a liar... a thief... and a killer." Harley: "Yeesh! That's a whole damn starter pack. You come with batteries too, or just a lotta bad habits?" Alistair: "Call it luck. Call it curse. Keeping all four balanced? It gets messy. Brutal. Bloody." Harley: "Messy I like! Messy gets the blood pumpin'! But, uh... fair warning, handsome-don't go thinkin' this is your horror show." Alistair: "Stick around, sugar. Keep your hands where I can see them, and maybe you'll survive the dance." Harley: "Or not! But hey-that's the fun part, right, puddin'?" Because in Gotham, everyone's wearing a mask. Some just fit tighter than others.
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Chapter 1 - Character Database: Alistair Grimm

File No. 85742: Alistair Edward Grimm

Compiled by Amanda Waller

Designation: Bloodbourne

Subject Profile: Active Asset - Classified

---

Name: Alistair Adonis Silas Edward Grimm

Aliases/Nicknames: Bloodbourne, Blood Boy, Tampon, Disney Prince, Human Tampon, Cinderella, Sleeping Beauty, Alabaster Executioner, Handsome, Al, Ally, Prince Charming, Brothers Grimm (shared with Lucius and Joshua), Hell's Vanguard, The Scarlet Harbinger, Certified Boogeyman, Mr. Steal Yo Girl, Casanova, Playboy, Lady Killer,Vorkuta's Butcher,The Doctor,Nobody,Zero,The White Knight,The Ivory Prince,The Pale Paladin,Apostle of Agony,Albino Reaper,Mourning Star,The King In Red,The Red Eyed King,Hemogoblin,Count Crimson,Your Ex's Regret,Loverboy Lich,Baron Heartbreaker,Cupid's Mistake,Crimson Saint,Mr Clean Cut,The Cleaner,The Velvet Prince of Pain,The Thorned Lover,The Wicked Whisperer,The Crimson Connoisseur,The Crimson Prince,The Bone King,The Angel of Death,Death's Right Hand,The Marble Wolf,The Gentleman Death,Jack The Ripper,The Butcher,The Morningstar's Reincarnated,The Angel Born in Hell

Codenames: Masquerade/Hyde

Gender: Male

Race: Super-Soldier/Mutant

Height: 6'2"

Weight: 190 lbs

Date of Birth: October 31, 1980

Place of Birth: Gotham General Hospital

Rank/Title: Earl of Blackmoor(Uk)

Count of Vantève(Monaco)

Affiliations: Suicide Squad (Active), Teen Titans (Mentor-Class), Justice League (Probationary Oversight)

Threat Classification: Tier Omega – Internal Risk Factor: High

Handler: Director Amanda Waller

Status: Monitored. Asset Deployed with Caution.

Primary Archetype: Trickster/Executioner Hybrid

Surface Traits: Charming, glib, flirtatious, highly observant

Core Traits: Apathetic, ruthless, strategic, emotionally compartmentalized

Weaknesses: Familial bonds (Lucius, Joshua), existential detachment, arrogance

Containment Strategy: Psychological baiting ineffective; practical leverage (e.g., Waller's intel cache) required

---

ANCILLARY DATA:

Hobbies & Interests (Logged):

Painting/Drawing: Often subjects connected to past missions or victims

Guitar Composition: Melancholic tonal structure, introspective

Pop Culture: Uses games and comics to simulate "normalcy" or distract from stressors

Woodworking: Likely therapeutic outlet; produces utilitarian and artistic items alike

Occupation: Doctor, Tactical Asset for Task Force X

Education:

PhD in Medicine,PhD in Medical Science,PhD in Law,PhD in Forensic Science,PhD in Chemistry,PhD in Biology

Physical Description:

Prior to his transformation, Alistair Grimm possessed an athletic build, dark curly black hair, and rare sea-green eyes—a trait inherited from his Paternal lineage. He stands at 6'2" with a medium-brown skin tone.

Following the Island Procedure (see: Project Red Veil), his physiology underwent significant alterations. Subject's hair turned stark white, and his eyes shifted permanently to a deep crimson—side effects of cellular trauma and genetic rewriting. His skin tone remains unchanged, though his physical structure evolved into a "sleeper build": lean, densely muscled, and capable of immense explosive power.

The subject exhibits enhanced pheromonal output, resulting in an unnatural level of physical allure, especially among female targets. This trait has been tactically leveraged in the field. His demeanor is composed and precise, with all movements displaying surgical control—consistent with his background in assassination, infiltration, and advanced combat training.

Subject's appearance and presence are often disarming—Waller

Recommendation: continue using Grimm for covert seduction ops, extraction missions, and high-threat diplomatic insertions when lethal charm is a tactical asset.

Personality:

You want to know about Alistair? Fine. But understand this: you're not asking about a man. You're asking about a storm, a fire, and the shadow it leaves behind.

Alistair Grimm feels like Lucifer—not the cartoon devil you joke about, but the Morningstar himself. There's a weight to him, the kind that makes rooms quieter when he enters. He's radiant and terrible all at once, carrying the kind of beauty and danger that feels biblical. When you look into his eyes, you see rebellion and ruin. And worse—you see the part of yourself that wants to follow him anyway.

I've known him longer than you can imagine. I was there when he killed his father. His first kill. I watched a boy become something else that night—something he's been trying to make sense of ever since. He tries to carry the sins of others, like it'll make his own easier to bear. It doesn't.

Alistair hates himself in a way that's almost holy. He wears that self-loathing like a second skin—like Dean Winchester with a sharper edge. It's in his eyes when he looks in the mirror. In the quiet moments when he thinks no one's watching. He believes he's broken. Unworthy. A monster, even. And yet—he gives love like no one else I've ever known.

That's the cruel irony of Alistair Grimm. He's been starved for affection his entire life, beaten down and hollowed out until he didn't think there was anything left worth saving. And still, somehow, he loves. Loves deeply. Fiercely. He pours it into those he cares for—not in drops, but in floods. He's the big brother, the father figure, the protector. He's the kind of man who will kill for you… and die for you without hesitation.

Alistair is calm and calculated on the surface, but underneath? Chaos. He's charismatic, observant, endlessly intelligent. He'll charm you with a smile, then disarm you with a truth you weren't ready to hear. He's philosophical, analytical, with a pessimistic streak that makes him sound far older than his years. He hides his madness well, but it's there—cracks in the foundation he refuses to let anyone fix.

He's fun-loving when he wants to be, even immature in rare flashes that remind you there's still a boy buried deep in the man. But don't mistake that levity for weakness. He can be sadistic. Cruel. He'll break you if you cross him—and he'll make you thank him for it.

He's husband material, if you're the kind of person who doesn't mind your husband being a little insane. Or a lot insane. He laughs at the world's absurdity. At death. At me. His humor is dark, morbid, and disarming in ways it shouldn't be. Sometimes I think he's the only one who really understands how fragile it all is—and how funny that fragility can be.

And yet, here I am. Death herself. Still by his side. Still tangled up in him in ways I can't—or won't—escape. He's dangerous, intoxicating, and infuriating. He's a storm in human skin, and I should know better than to walk into storms.

Moral Code:

Alistair operates within a Chaotic Neutral/Morally Grey/Chaotic Good framework. He does what he believes is necessary to achieve his goals, regardless of conventional morality. He shows loyalty to those he cares about but is ruthless toward those he deems enemies.

Skills:

Stealth Combat - The ability to engage in combat without detection, using the environment to stay hidden and strike with precision.

Stealth Mastery - Highly trained in avoiding detection by using light, shadow, and sound to his advantage.

Silent Gait/Step - Moves without making any sound, even on difficult surfaces like gravel or creaky floors, making him ghost-like.

Assassination Arts - Expert in various methods of silent killing, using weapons or bare hands to eliminate targets quickly and efficiently.

Extreme Climate Resistance - His body can endure harsh weather conditions such as extreme heat, cold, or humidity with little impact on his performance.

Extreme Environmental Adaptation - Can quickly adapt to any environment, whether urban, forest, desert, or underwater, using his surroundings to his advantage.

Environmental Awareness - Highly attuned to his environment, noticing minor details that others may miss, allowing him to predict and react to changes around him.

Parkour Mastery - Navigates urban and natural landscapes with ease, utilizing acrobatic movements to climb, vault, and evade obstacles.

Acrobatic Prowess - Highly agile and flexible, capable of performing complex flips, rolls, and aerial maneuvers both in and out of combat.

Calisthenics Mastery - His body is conditioned to peak performance, allowing for exceptional endurance, strength, and control over his movements.

Knife Combat - Master in the use of knives in close-quarters combat, using swift, precise cuts to incapacitate or kill opponents.

Knife Throwing - Capable of throwing knives with deadly accuracy, even under pressure or from unconventional angles.

Master Martial Artist - Trained in various martial arts disciplines, including hand-to-hand combat styles focused on both offense and defense.

Master Marksman - Expert with firearms, capable of hitting targets at long distances with sniper rifles or engaging in close-range gunfights.

Master Swordsman - Proficient in swordsmanship, blending traditional fencing techniques with brutal, efficient strikes.

Instant Weapon Comprehension - Able to pick up any weapon and quickly understand its mechanics, making him deadly with unfamiliar tools.

Master Archer - Skilled in the use of bows and crossbows, able to hit moving targets with precision.

Tactical Awareness - Constantly analyzing his surroundings for potential threats, advantages, and escape routes.

Tactical Genius - Highly intelligent and strategic in combat, capable of devising plans on the fly or manipulating opponents into making mistakes.

Inhuman Reaction Time - Possesses near-superhuman reflexes, able to dodge bullets or react to fast-moving threats in milliseconds.

Survival Instincts - His natural instincts keep him alive in dangerous situations, helping him make split-second decisions to avoid harm.

Resourcefulness - Capable of using whatever is available to his advantage, from improvised weapons to makeshift traps

.

Charismatic - Naturally charming and persuasive, able to sway people to his side or defuse tense situations through conversation.

Seduction Mastery - Knows how to use his charm to seduce or manipulate others, making him highly effective in social situations.

Sexual Mastery - Possesses an acute understanding of intimacy, making him a highly desirable partner and using this to his advantage when needed.

Mechanical Mastery - Skilled in repairing and modifying mechanical devices, from vehicles to complex weaponry.

Good with Hands - Exceptionally skilled at crafting, tinkering, and handling delicate or complex tasks with precision.

Interrogation Arts - Knows how to extract information through psychological manipulation, intimidation, or persuasion.

High Pain Tolerance - Can endure extreme pain without breaking, allowing him to continue fighting or resist interrogation.

High Alcohol Tolerance - Capable of consuming large amounts of alcohol without significant impairment, which he often uses to his advantage in social situations.

Polymath - Has extensive knowledge across multiple academic disciplines, including medicine, engineering, and languages.

Language Proficiency/Multilingualism - Fluent in multiple languages, including English, German, French, Japanese, Spanish, and Russian.

Linguistic Mimicry - Can mimic accents and speech patterns, making him highly effective in undercover roles.

Escape Artist - Able to escape from restraints, handcuffs, and locked rooms using minimal tools.

Physical and Mental Conditioning - His body and mind are honed to peak human levels, making him resistant to fatigue, stress, and psychological manipulation.

Mental Resilience - Possesses a strong will, capable of resisting brainwashing, torture, and emotional manipulation.

Adaptability - Can adjust to new situations or environments with ease, making him a valuable asset in unpredictable missions.

Medical Knowledge Mastery - Holds extensive knowledge of anatomy, first aid, and advanced medical procedures, making him an effective field medic.

Hacking Proficiency - Skilled in bypassing digital security systems to gather information or disable threats.

Infiltration Specialist - Expert in sneaking into secure locations, bypassing locks, and evading surveillance.

Information Gathering - Knows how to acquire valuable intel through observation, questioning, or hacking.

Disguise Mastery - Can alter his appearance to blend into different environments, making him unrecognizable.

Negotiation Skills - Skilled in handling tense situations and brokering deals through diplomacy and persuasion.

Street Smarts - Understands the nuances of criminal behavior and urban survival, making him adept at navigating dangerous areas.

Gambling - Proficient in games of chance, using them to gather information or win resources.

Pickpocketing - Skilled in stealing items from people without being detected, often using misdirection.

Cryptography - Knowledgeable in creating and deciphering codes and encrypted messages.

Body Language Analysis - Can read people's intentions and emotions through their movements and expressions.

Intuitive Combat - Possesses a natural ability to predict an opponent's moves, giving him an edge in battle.

Underwater Combat Specialist - Trained in fighting and surviving underwater, capable of holding his breath for extended periods.

Hunting/Tracking - Skilled in tracking targets through urban and wilderness environments.

Animal Handling - Has a natural affinity for animals, able to tame or control them when necessary.

Social Engineering - Knows how to manipulate social interactions to achieve his objectives, whether through charm, intimidation, or deception.

Psychological Analysis/Profiling - Able to assess a person's mental state and predict their behavior.

Psychological Warfare - Uses fear, intimidation, and mind games to break down opponents mentally.

Forensic Science Mastery - Expert in crime scene analysis, capable of reconstructing events and identifying evidence to solve cases.

Powers

Annotated (chaotically) by Dr. Harleen Quinzel, who absolutely read the fine print and still made kissy notes in the margins.

---

CORE PHYSICAL CAPABILITIES

Peak Enhanced Physiology:

Let me be real witchy for a sec—he's not just hot, he's optimized. Like, scary "evolved apex species" kinda thing. Every part of him is too good. Strength? Stupid. Speed? Stupider. Pain tolerance? Unfair. Can fight for hours without sleep, snacks, or sanity.

> "I've seen him dislocate his own shoulder to get through a vent, pop it back in, then beat up seven dudes with one hand. That's what we call multitasking, sweetie."

Enhanced Strength:

This man punches through reinforced steel like it insulted his poetry. He picks up cars, doors, people, probably reality itself. And he does it all looking bored.

Speed & Reflexes:

He moves before you think. Not in a cute way. In a "you blinked and now your gun's in a tree" kind of way.

Endurance / Durability:

Bullets, blades, fire, heartbreak—he just walks it off. I've seen him take a shotgun to the ribs and still make dinner reservations.

Healing Factor:

Like, grossly effective. Stabs close. Bones reknit. Organs regenerate. One time he lost an eye. I blinked, it was back. Annoying, sexy showoff.

Enhanced Intelligence:

He learns your tells before you make 'em. He adapts mid-fight like he's running secret boss code. It's hot and terrifying. Like dating a very polite Terminator.

Agility / Dexterity:

Imagine a panther. Now give it moral ambiguity and a long coat. He parkours over rooftops like gravity's just a rumor.

---

PSYCHOLOGICAL THREAT

(Mood: He Can Smell Your Fear. And Your Lies.)

Killing Intent / Predator Presence:

When he stares, it feels like the room tilts. People freeze. Some cry. It's like your soul knows it's prey.

Apex Predator Vibes™:

Even animals treat him like he's a goddamn blood moon. Dogs whimper. Cats purr. I once saw a falcon just... land on his shoulder like they had a contract.

Enhanced Senses:

He hears your heartbeat. Smells your mood. Feels shifts in the air. Lies? He tastes those. (Seriously, don't lie to him. It gets... weird.)

Telepath-Proof Brain:

He's a walking psychic deadzone. Most telepaths avoid him unless they like mental nosebleeds. His mind's basically a booby-trapped labyrinth of trauma, sass, and Shakespeare quotes.

---

BLOOD & BIO STUFF (Now We're Getting Freaky)

Biokinesis:

Oh honey. He can control tissue—his own, yours, random strangers. He can heal, enhance, shut down organs, amplify pleasure, redirect pain. And yes, that includes the fun parts.

On a side note, yes he can make it bigger.

> "He once touched a guy and made him pass out from an induced flash-orgasm. And then just stepped over him. THAT'S how confident he is."

Perfect Body / Weaponized Hotness:

His whole body is a sculpted, symmetrical Greek-tragedy of temptation. Every inch is designed for destruction and seduction. He's like if sin hit the gym.

Pheromones / Pleasure Inducement:

He gets close? You get hot. He smirks? You're in love. Whether it's chemicals, charisma, or something darker—we're all doomed.

Orgasm Inducement:

Yes. Yes, really. Can break people with it. Makes enemies useless, allies distracted, and dates very satisfied. (You're welcome, world.)

Hemokinesis (Blood Stuff!):

He can harden, shape, weaponize, and manipulate his own blood. Whips, blades, armor—he's like a sexy walking horror movie.

[Edited Waller's notes Cause I got bored]

Blood Echo

Subject can encode sensory data (memories, emotions, commands) into blood. Upon contact, recipients experience vivid flashbacks or instructions. Effective for silent communication, memory disruption, and psychological conditioning.

• Hemokinetic Construct

Alistair can solidify blood into durable structures—blades, armor, barriers, etc. These constructs are reconfigurable mid-engagement and withstand high-impact force and elemental exposure.

• Hemolinguistics

Through observation of microchanges in blood flow, he can detect deception, emotional states, and physical conditions. Used for lie detection, target profiling, and injury assessment.

• Sanguine Affinity

Direct control over nearby blood sources—his own and others. Enables remote clotting (healing), blood extraction (offense), or vascular disruption (neutralization).

• Hematogenic Transmutation

Capable of chemically altering blood into other physical forms (acidic, metallic, toxic). Useful for adaptive combat, environmental control, or incapacitation.

• Hemokinetic Resonance

Generates oscillating frequencies in blood, destabilizing materials or internal equilibrium of targets. Tactical use includes disorientation, sonic damage, or weakening reinforced structures.

• Sanguine Shroud

Creates a bio-armor shell of compressed blood. Absorbs kinetic energy, temperature extremes, and chemical threats. May extend into defensive spikes if under close-quarters threat.

• Bloodlink

Forms a temporary psychic bond through shared blood samples. Allows silent communication, tracking, and shared reflex response across distances. Highly effective for stealth operations and coordination.

• Blood Surge

Can trigger a controlled overclocking of cardiovascular output—boosting strength, speed, and reflexes. Limited by physical strain and metabolic cooldown time.

• Erythrokinesis

Manages hemoglobin and oxygen flow, enhancing stamina and muscle performance. Can also regulate internal bleeding or allow survival in oxygen-deprived conditions.

• Hemokinetic Synergy

Temporarily assimilates traits or minor abilities from blood samples consumed. Highly variable. Use is discouraged in uncontrolled environments due to potential neurochemical overload.

• Sanguine Tendrils

Forms flexible blood extensions for grappling, attack, or defense. High maneuverability and range. Potential for multi-target engagements or battlefield control.

• Exsanguination Control

Adjusts internal or external bleeding in targets. Can save lives or act as a silent kill technique via induced hypovolemia or stroke-like effects.

• Vampiric Blood Feast

By ingesting fresh blood, the subject can rapidly recover from damage or boost performance. Risk of psychological instability if overused.

• Blood Puppet

Injects blood into another individual, allowing partial control over motor functions. Target remains conscious but paralyzed. Short duration and requires sustained focus.

• Crimson Vortex

Creates a rotating field of blood capable of deflecting attacks or trapping enemies. Functions as both crowd control and environmental hazard.

• Blood Seal

Uses blood to inscribe temporary runes with supernatural effects—barriers, immobilization, or power amplification. Typically used for containment or reinforcement.

• Hemokinetic Regeneration

Accelerates healing through blood manipulation. Capable of regrowing tissue or limbs given sufficient blood volume and rest.

• Sanguine Territory

By dispersing blood over an area, the subject creates a sensory domain. Within it, he can detect movement, read bio-signs, and enhance his hemokinetic range.

• Bloodstorm

Generates a localized storm of manipulated blood. Functions as an area-denial weapon. Can obscure vision, damage targets, and resupply the user's blood pool.

Healing via Blood & Biokinesis:

He can stitch you back together. Literally regrow limbs, purge poisons, or restart your heart. But don't ask for help unless you're cool with him touching your insides.

---

ELEMENTAL SHENANIGANS

(Because Why Stop At "Human" When You Can Be a Force of Nature?)

Pyrokinesis (Fire):

He makes fire. He becomes fire. He kisses like fire. You get the theme. Fire blades, walls, explosions—he's flame resistant and drama-prone.

Electrokinesis (Zap Zap):

Controls electricity. Can disable buildings, tech, or people. I've seen him light up like a thunderstorm during foreplay. It's as dangerous as it sounds.

Cryokinesis (Frosty Daddy):

Can freeze water, air, weapons, enemies—whatever. I once saw him make an ice rose mid-battle and give it to Ivy. Disgustingly romantic.

Weatherproof:

Doesn't get cold. Doesn't get heatstroke. Immune to environmental drama. Even nature respects the drip.

TACTICAL & UTILITY POWERS

(A.K.A. 'Cheat Code' in Human Form)

String Manipulation:

He controls threads like puppet strings. Can trap, slice, sense. It's creepy. It's elegant. It's weirdly erotic? IDK what that says about me.

Time Dilation (Just a Little):

His brain kicks into overdrive sometimes—sees the world in slow-mo. That's why he always wins fights and arguments.

Evolution/Adaptation (Sealed): His body holds a dormant potential—adapting to threats over time. Unknown ceiling. Worst-case scenario: Doomsday-level regeneration and survivability.

---

PSYCHOSEXUAL PROFILE

(Filed Under: "Reasons the Justice League Gets Nervous Around Him")

Sex Appeal: Maxed. Out.

You don't walk away from Alistair. You drift, confused and flustered, clutching your shirt. He doesn't just enter rooms—he rewrites atmospheres.

Touch Proficiency (Massage = Mind Control):

Knows anatomy like a med student with a bondage side gig. A single shoulder rub and you're either confessing sins or climaxing. Or both.

---

NATURE & ANIMALS (Because of Course He's a Disney Villain, Too)

Animal Empathy:

Animals just get him. Birds land on him. Wolves guard him. Stray cats lead him to people who need saving. It's weird. And adorable.

Animal Taming:

He doesn't force them—they choose him. They listen because they trust. Or fear. Or both.

Voice of Nature:

He doesn't talk to trees. He just feels them. Reads the wind. Senses storms. Feels shifts in wildlife emotion like background noise. It's creepy-cute.

THE "OH, THAT'S NOT FAIR" POWERS

Hypercognition

Imagine someone who sees everything—like, the math of motion, the weakness in your stance, the micro-twitch of your next lie. Yeah. That's him. His eyes aren't just pretty red—they're terrifyingly efficient.

> "He looked at me once and I felt like he'd read my browser history, diagnosed my trauma, and solved world hunger—all before blinking."

He doesn't just see you—he understands you, instantly. Physics, magic, people, lies, fate—it's all just puzzles and probability to those crimson headlights of his.

---

Accelerated Thought Process

His brain moves like it's skipping chapters in reality. Plans within plans, five steps ahead before you've even made one.

> "You're playing Uno. He's rewriting the rulebook and somehow already won."

In fights? He predicts attacks. In conversation? He's five metaphors deep before you've finished blinking. His brain? Constant jazz solo. Everyone else? Elevator music.

---

Trichokinesis (Hair Today, Slay Tomorrow)

This one's so stupidly hot I had to sit down. He can control his hair—length, shape, style. One day: silky shoulder-length waves. Next day? Short, tight curls. Dreads, spikes, faux hawk, war braid—you name it.

> "He once changed his hairstyle mid-fight just to piss someone off. It worked. Gloriously."

Drawback? His body's bougie as hell and treats hair dye like poison. Tries to detox it out like it's been cursed. So no matter what color he picks, that snow-white mane always comes back. Poor baby. Just wants to be a neon pink menace.

> "He tried going black once. His hair turned white again within the hour. Looked personally offended about it, too."

---

FINAL THOUGHTS (Because I'm Never Shutting Up About Him):

So now we've got:

A hyper-intelligent, blood-controlling, orgasm-inducing, god-level hottie

With laser eyes for truth, chameleon hair, and a brain that makes chess grandmasters cry

> "He's not just 'powerful'—he's an experience. And one I happen to share a bed with. (Suck it, Waller.)"

Love,

~Harlz 💋

> (P.S. If Waller redacts this again, I will bite her.)

TWIN CUSTOM AMT 1911 HARDBALLERS

Codenames: "Fk Around" & "Find Out"

Status: Active Deployment – Asset "Alistair Grimm"

Weapon Type: Hemogenesis-Fed Semi-Automatic Pistols

Function: High-Efficiency Multi-Type Combat Sidearms

OVERVIEW:

These twin .45 ACP pistols are fully customized Hardballer 1911s, upgraded with a specialized blood-based ammunition system powered by the wielder's Hemokinetic ability.

PHYSICAL SPECS:

• Model: AMT Hardballer 1911 (Custom Hemogenesis Variant)

• Caliber: .45 ACP (Blood-forged Rounds)

• Material: Brushed stainless steel frame and slide

• Length: 8.5 in (216 mm) | Barrel: 5 in (127 mm)

• Weight: 39 oz unloaded | 45 oz loaded

• Grip: Custom black rubber with violet accents (non-slip texture)

• Slide Etching:

• Left: "F**k Around"

• Right: "Find Out"

• Trigger Pull: Tuned to 4.5 lbs (2 kg)

AMMUNITION SYSTEM – HEMOGENESIS FEED

Unlike traditional firearms, these pistols do not use magazines or physical bullets. Instead, they are powered by a Hemogenesis Conversion Mechanism (HCM)—a bio-integrated system that materializes bullets from the user's blood on-demand.

How It Works:

• Contact Interface:

Inside each pistol grip are retractable microneedles—barely visible until activated. When gripped, the needles extend painlessly into Alistair's palm or fingers, creating a continuous blood channel between him and the weapon.

• Bio-Siphon Feed:

The blood drawn is minimal (micro-liters per shot) and immediately channeled into a transmutation core within the gun. This core crystallizes the blood into the selected bullet type via Hemokinetic manipulation.

• Instant Materialization:

The bullet is formed in the chamber just milliseconds before firing. This process is seamless, silent, and invisible to the naked eye. Blood consumption is negligible and instantly replenished via Alistair's enhanced healing factor.

• Onboard Selection Dial:

A four-mode selector switch allows instant toggling between ammunition types (Standard, Flame, Lightning, Stun). The blood is chemically and energetically altered during the transmutation phase depending on the chosen mode.

AMMO TYPES (ALL BLOOD-FORGED):

• Standard Hemokinetic Rounds

Armor-piercing solid blood rounds

Can curve mid-flight based on Alistair's will

Approx. 230 grains | 850 ft/s

• Flame Rounds

Hemokinetically infused with volatile plasma

Ignites on impact; flame intensity modifiable

Approx. 200 grains | 900 ft/s

• Lightning Rounds

Electrically charged through resonance layering

Can stun or fry electronic systems

Approx. 180 grains | 1,000 ft/s

• Stun Rounds

Hemokinetically compressed concussive capsules

Designed to incapacitate, not kill

Approx. 185 grains | 950 ft/s

TACTICAL FEATURES:

• Recoil Management System:

Built-in gas dispersion chambers reduce recoil from high-powered or elemental rounds, keeping Alistair's aim precise even under rapid fire.

• Custom Sighting:

Equipped with high-contrast fiber-optic front and adjustable rear sights for varied lighting conditions.

• Elemental Insulation:

Reinforced internal chambers prevent corrosion or overheating from plasma and electric-based rounds.

• Environmental Immunity:

Augmented to resist dust, water, extreme heat/cold. These weapons do not jam—ever.

• Suppressor-Ready:

Threaded barrels allow for optional silencers during infiltration missions.

ASSET PROFILE: ALISTAIR GRIMM – MELEE ARMAMENTS

Designation: Muramasa & Hachiman

Type: Twin Hemokinetic Blades

Function: Adaptive, Multi-Element Combat Weapons

ORIGIN & MATERIAL COMPOSITION:

Both blades were forged from crystallized blood combined with a proprietary Hemosteel alloy—a durable, alchemically stabilized material that bonds seamlessly with Alistair's hemokinetic abilities. Each weapon is psychically attuned to Alistair's bloodstream, allowing seamless integration between body, mind, and blade. These are not manufactured weapons—they are grown, sculpted by power, and sustained by blood.

MURAMASA (The Blood Fang)

Type: Katana (Primary Weapon, Shape-shifting enabled)

Length: 29 in (blade) / 11 in (hilt)

Weight: 2.8 lbs

Coloration: Blood-red under normal conditions; darkens to jet-black when fully charged

Hilt: Crimson leather wrap reinforced with sensory-linked filaments; faint pulses of light trace runes only visible under moonlight

Unique Properties

Blood-Forged Sentience: Muramasa reacts to Alistair's instincts. When he's calm, the blade is cool to the touch. When enraged, it thrums violently, sometimes even resisting his restraint.

Form Shift: Predator Arsenal

Muramasa can morph between sword types:

Katana → Saber (sweeping power strikes)

Saber → Rapier (deadly lunges, lightning-quick precision)

Rapier → Zweihander (unstoppable cleaving momentum)

Zweihander → Nodachi (long-range wide arcs)

Predatory Instinct (Auto-Counter): Muramasa detects killing intent within a five-meter radius and guides Alistair's body reflexively to intercept attacks.

Bloodbound Berserker Mode: Over time, the blade "feeds" on Alistair's bloodlust, allowing him to enter a state of heightened aggression and reaction speed, but risks mental degradation if prolonged.

Combustive Hemokinetics: Stores Alistair's blood within the core and detonates it for incendiary arcs and concussive strikes.

Sonic Howl: Vibrates at an ultra-high frequency to create destructive pulses that bypass physical armor and attack internal organs.

MASAMUNE (The Silver Fang)

Type: Katana (Secondary Weapon, Shape-shifting enabled)

Length: 20 in (blade) / 7 in (hilt)

Weight: 1.9 lbs

Coloration: Polished silver; shifts to radiant crimson in its "War Form"

Hilt: Black silk wrap etched with kanji for "War" and "Victory"; faint glow when channeling energy

Unique Properties

Form Shift: Predator Precision

Masamune's forms prioritize speed and surgical accuracy:

Katana → Jian (elegant dueling)

Jian → Scimitar (fluidity in motion, deceptive attacks)

Scimitar → Estoc (armor-piercing precision thrusts)

Estoc → Sickle Blades (unorthodox, multi-angle attacks)

Calm Restraint (Auto-Parry): While Muramasa drives Alistair forward, Masamune compensates defensively, subtly guiding his movements to avoid overextension.

Vital Extraction: Draws blood from even glancing cuts to restore Alistair's vitality and feed his reserves.

Electrostatic Sheath: Coats itself in crackling energy, deflecting projectiles and delivering paralyzing discharges.

Blood Mark Teleportation: Masamune allows Alistair to teleport between any two locations where his blood has previously been spilled.

Tranquil Surge: Suppresses Alistair's own adrenaline to sharpen focus and enter a "stillness state" ideal for countering speed-based foes.

Conclusion:

There's no contract, no amount of money, no threat that will convince any reputable assassin to take a shot at Grimm. Those who've tried? Gone. Not just dead—unrecognizable. And worse, those close to them suffered before the end came.

People like Grimm aren't driven by ego. They're driven by pain, by a warped sense of justice. That makes them unpredictable. And that makes them lethal.

Warning:

Do not antagonize. Do not interfere. If you see him, leave. If he sees you, pray he doesn't care.