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Characters / Tokyo Afterschool Summoners Three True Guilds And Geniuses

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(Under Construction)

Three Guilds that are aware of the true nature of the Game and are lead by World Representatives, Transients that serve as pillars of their respective Worlds, and seek to use the true nature of the Protagonist, an amalgamation of 24 Exiles, for their own purposes. Each guild is assigned their own Genius as their Guildmaster, who in turn is responsible for overseeing and ensuring their Representatives don't deviate from the rules of the Game.

They serve as the major antagonistic force in Book 2, their ceasefire having ended and are now battling each other for the Protagonist in all-out war.


The Three Geniuses (Unmarked Spoilers!)

The trio of guildmasters assigned to the Three True Guilds. They are in truth a set of artificial geniuses, clones of the three greatest minds in the Game Masters, each named after 3 of the greatest science-fiction literature writers, Isaac Asimov, Robert Heinlein, and Arthur Clarke. All three and their back-ups were created in a series of inhumane and horrific experiments aimed at fusing humans with sacred artifacts to produce subjects with computational powers on par with the greatest supercomputers.
  • Ambiguous Disorder: They all signs of mental instability to varying degrees, highly implied to be the result of being made to record and process the memories from the countless prior loops:
    • Curren is an amoral researcher who seems to see others as little more than data for her to catalog.
    • Bertro has gone mad from the strain of recording each and every loop, being mechanized didn't help, and now just want to end it all.
    • Asimov's mental state is yet to be elaborated on, but comments from Bertro do not make him out to be a pleasant individual.
  • Artificial Human: They're clones of famous geniuses who were implanted with artificial World Pillars in order to act as "Recorders/Observers" for the Game resulting in them becoming human/sacred artifact hybrids.
  • Dark and Troubled Past: The kids were created in a lab, had artificial Pillars forcibly grafted into them, were made to undertake horrific experiments and were explicitly treated as tools by the creator rather than people. Their emotions and sense of empathy were also neutered by the researchers in order to make them more objective. In fact, one of the criteria to "graduate" from the program was to demonstrate that they were pitiless creatures of logic and it's implied that many of the clones did not make it.
  • Dark-Skinned Blond: They all possess tanned skin and white hair.
  • Evil Genius: They're smarter than supercomputers and have little morality, such as Curren's abusive treatment toward Breke.
  • Expendable Clone: Duo note that all of the clones, even the Prime Geniuses, are considered expandable by the Game's Masterminds. That's why they even have back-ups to begin with; in this case, Duo was to serve as a replacement in case any of the Prime Geniuses could no longer do their job.
  • Lack of Empathy: All of the Prime Geniuses apparently lost their sense of empathy to the experiments conducted on them, which was to ensure that they would faithfully and objectively record the data of the Game. Downplayed for Duo. While most of his empathy is gone and he can only muster forth the barest sense of pity, he still knows right from wrong and is still helping others out of genuine kindness.
  • Madden Into Misanthropy: It's implied that none of the Geniuses started off as bad as they are now. The stress from being made to record the countless loops, the knowledge that they were more tools than people in their creator's eyes, and potentially meeting and losing the Player to the Game have made them insane and nihilistic.
  • Power Tattoo: Unlike other native summoners, all of the clones have their summoner's mark located superior to their sternum or just right under the collar bone.
  • Puppet King: The Geniuses may be guildmasters, but it's done solely so that the Game Masters can keep an eye of the World Representatives and don't do anything that breaks the rules of the game. Michel even says that Curren is just a figure head.
  • World's Smartest Man: Each of them are this, being clones based on greatest minds in science-fiction, and possess computational powers rivaling the greatest supercomputers.
  • You Are Number 6: Each of the Geniuses are "Plan-A/B/C" of those who manipulate the game. Duo and Shuichi are also like them, but only Duo was a success as they had believed that he lacked a sense of empathy like his Genius siblings.

World Representatives

Powerful Transients within the game that are chosen by their system to represent the highest power in their world, be it through strength, faith, love, connection, or other concepts. They are different from a world's pillars. In some way or form, the Representatives or someone connected to them are the ones to banish the Exiles. Most of these Representatives make up the Three True Guilds that are aware of the time loops and seek to use the protagonist for their own agenda. Currently, 15 of the 23 Representatives have been revealed:
  • Rule Makers:
    • Amaterasu of Takamagahara
    • Korpokkur of Kamuy Kotan
    • Michael of Eden
    • Horus of Aaru

  • Warmongers:
    • Yoritomo of the Land of Wa
    • Shiva of Deva Loka
    • Teda of Nirai Kanai
    • Balor of Tír na nÓg
    • Mephistopheles of Gehenna
    • Marduk of Babel
    • Tezcatlipoca of El Dorado

  • Invaders:
    • Perun of Kitezh
    • Temujin of Xanadu

  • Genociders
    • Surtr of Yggdrasil
    • Azathoth of Old Ones.

  • Currently Unknown:
    • Cupid of Olympus

  • Others
    • Baal of Canaan

  • Arc Villain: The Representatives are the main antagonists of Book 2. With their cease fire now over, they're going on an all out war for the Protagonist. However, while they play a part with the Exiles that make up the Protagonist, it's the Game Masters who run the show.
  • Enemy Civil War: Since the Game is a Winner-Takes-All situation, most of the Representatives will readily backstab one another if the opportunity arises. In fact, this was basically how the early loops were played out, with all the Reps gunning for the Protagonist from the get-go or just trying to kill each other in order to lower the competition.
  • Even Evil Has Loved Ones: Perhaps a truly horrifying fact is that, despite everything the Reps preach and have done. most of them love the protagonist from the bottom of their hearts. (The one exception seems to be Marduk, who, as Temujin notes, lacks the "personal attachment" to the protagonist that the rest of the Reps have). Unfortunately, the love they hold for the Player has driven them to do truly heinous things to the Tokyo residents.
  • The Last of These Is Not Like the Others: Cupid serves as the odd man to the rest of the Representatives due to the fact that he wasn't involved with exile of Eurynome and he acts as the familiar for Shinya. He's a proxy for Zeus, who is unable to join due to Perun's existence.
  • Man of Kryptonite: As the beings who banished the Exiles, they serve as this to keep the Protagonist from being an OP game breaker. They later lose this thanks to the Crafters helping the Protagonist find a way around it.
  • Rule of Seven: There are supposed to be a total of seven Representatives within the each Guild, though Surtr and Azathoth's betrayal and forming of the Genociders subverts this trope.
  • Walking Spoiler: The Reps are one massive spoiler, as literally everything about them reveals the true nature of both the Game and the Protagonist.


Three True Guilds (Unmarked Spoilers)

    Eastern Rule Makers note  

In General

One of the Three True Guilds composed of various World Representatives that wish to turn the Protagonist into the System that allows their various worlds to continue existing. In essence, they desire to transform the Protagonist into God, a being that exists solely to serve the whims of others.

For their individual tropes see here.

    Western Warmongers note  

In General

One of the Three True Guilds led by World Representatives dedicated to the ideal of eternal war and battle, who wish to utilize the nature of the game to fight forever.

See their relevant tropes here.

    Southern Invaders note  

In General

One of the Three True Guilds led by World Representatives that wish to utilize the Protagonist to win the game and dominate all other Worlds for their own ends.

  • Multiversal Conqueror: What they seek to do once winning the game and claiming the protagonist, traveling to the other Worlds for their own plans.


  • Gold and White Are Divine: Fittingly, as he is the high god of Slavic mythology.
  • Good Luck Charm: The pauldron on his left shoulder was enchanted with the ability to repel “misfortunes”. He had it commissioned from Hephaestus.
  • Lust Object: He briefly talked about “claiming” Shinya from Temujin if given the chance.
  • Maniac Tongue: One of his expressions is this.
  • Rape, Pillage, and Burn: Seemingly his MO and the MO of his entire guild, as per their namesake.
  • Shock and Awe: Energy radiates from his being and he is implied to possess similar powers as Zeus.
  • Spanner in the Works: His presence in the game is this to the Greek Pantheon. Because of their similar Roles and Rules, Zeus can't directly involve himself in the events of the Game, forcing him to use a proxy in the form of Cupid.
  • Top God: He's this in the Slavic mythology.
  • Unusual Eyebrows: Energy arcs from both their outer tips.
  • Vapor Wear: His outfit consist of a cape, pauldron, greaves, and a speedo.

Volkh Vseslav

Voiced By:

A wolf transient and the Shadow of Horkeu Kamui. Ideologically opposed to everything Kamui stands for, he seemingly is on a vendetta against the trainer of heroes.

  • An Ice Person: The aura in his hand has snow floating in it, and his charge skill uses ice in its animation.
  • The Dragon: He seems to be this to Perun.
  • Foil: To Horkeukamui obviously. Both are wolf men who took people in to raise heroes to defend their realms only for them to die, and both have ice related abilities. Where Horkeukamui only took one person at a time, typically children who had no family or loved ones, Volkh took children en masse. And where Horkeukamui is shown to have doubts and regrets about his role and ideals on his own, but no clue how to think differently, Volkh has no regrets even though he can't see the faults in his own logic.
  • Gameplay and Story Integration: In chapter 9 he soundly defeats Horkeukamui, one of few characters who can use both reflect and nullify debuffs. Volkh deals double damage to any foe with one of those and quadruple to those with both.
  • Necromancer: He seemingly summoned the spirits of all Kamui's deceased students and sicced them on him to capture him.
  • Half-Human Hybrid: Zig-zagged. He appears completely wolf like, but is described as being born of humans. In addition he has the title of Werewolf Prince.
  • Hypocrite: His distaste for Horkeukamui comes from his intense disagreement for placing the onus of heroism on a single child, knowing that heroes always die early. Volkh instead advocates that all children should be raised as heroes. His profile notes that he cannot see the logical failures of this viewpoint.
  • No-Sell: He was able to casually nullify Kamui's powers.
  • Shadow Archetype: As Horkeu Kamui's Shadow, he is essentially everything Kamui hates about himself and regrets given form.

Archer of the Plains

Voiced By: Masato Ushiki

[This description was copied in violation of our Plagiarism policy. Please replace it with original writing.]

  • Archer Archetype: Independent? Check. Arrogant? Big check.
  • Defeat Means Respect: During his Golden Week event, Shinya strikes his fancy and is invited to be a part of his harem. When he declines, Temujin angrily tries to arrange a duel between the two archers with the condition that Shinya be part of his harem if he wins. However, when Shinya throws away an opportunity to win the match in favor of helping Temujin after a coughing fit nearly gets him thrown from his horse Temujin relents, saying his pride would not stand for winning in such a way. Instead, he declares he will win Shinya's heart naturally, agreeing to be Friendly Rivals for the time being.
  • Et Tu, Brute?: He closed himself off emotionally and refuses friendship after being betrayed by his once closest ally, one of the souls hosted within the protagonist: Jamukha.
  • Harem Seeker: Will ask anyone that catches his eye to be a part of his harem without the least bit of reservation.
  • Heir Club for Men: Due to his Soap Opera Disease, he is extremely open about his desire to have as many children as possible, seeing it as proof that he existed.
  • Homosexual Reproduction: Capable of this due to his Rule, and is apparently commonplace in his homeland.
  • Secretly Dying: Tries to hide his illness, due to his general distrust of others and desire to be independent.
  • Soap Opera Disease: Has an unspecified, chronic illness which he expects to die young from.

The Mentalist

Voiced By: Takahiro Miyamoto

[This description was copied in violation of our Plagiarism policy. Please replace it with original writing.]

Duelist on the Board

Voiced By: Toshihiko Seki

[This description was copied in violation of our Plagiarism policy. Please replace it with original writing.]

  • Big Brother Attraction: Inverted with his sister and "the other part of himself" Nuwa, as he seems to be the one obsessed with her. His Japanese profile flat out calls him a siscon.
  • Evil Laugh: His main screen lines include an insane laugh, as well as his Charge Attack lines.
  • Mechanically Unusual Fighter: Fuxi brings a rather unique skillset to the game - he is an entirely idle support who does not want to move himself, and most notably permanently weakens the entire enemy board at each phase start, but only as long as they remain out of range of his large Obstruct field. The defense down on non-obstructed enemies far outweighs the effects of Obstruct, so he generally wants to have an ally move him to the bottom of the board and stay there for the entirety of combat. On vertical and large boards, this position will mean only one enemy can be safe in his Obstruct range, but that enemy also ends up in his single square Possession range. Additionally, Fuxi constantly supplies three buffs for his allies at a large range, but each buff reaches a different range and requires thoughtful positioning.
  • Shout-Out: His character and design evoke inspiration from Yu-Gi-Oh!. He's described as a duelist, and his Sacred Artifact looks like an ancient prototype of Kaiba's first duel disk, and is worn in the same manner as a modern one. Personality-wise, he combined elements of both Yami Yugi and Seto Kaiba, being a master of games with a sadistic streak like Season 0 and Manga Yami, and like Kaiba, rose to the position of a great business mogul through stocks and ownerships, along with having a borderline possessive relationship with his sibling. Being a powerful dragon also helps adds to thematic parallels between him and Kaiba.
  • Slasher Smile: His alternative expression in his 5* art.
  • Time Bomb: His fourth skill can be considered this, applying a tremendous HP reduction to all enemies once every eight turns. This HP reduction is not treated as damage, meaning that it will cut through defense buffs.
  • Yandere: How strongly and obsessively he feels for his sister borders on this.