Taikuri Hogi

Taikuri Hogi (テークリ意 Teekuri Ishi) is both a prominent member of the House of Hogi, as well as the branch of Kairos Flight. With his unique combination of magic, with a list of Siphoning Magic, Dispel, and Stealth, his skills as both a mage and an assassin are close to being unparalleled. He had once used his position as a member of a the questionable branch, ____ to serve as a cover for his more heinous assassination orders, as well as help protect him from potential repercussions. But after his father’s death he fell free from the clutches of being an assassin for his father's whims and wanted to rehabilitate himself inside the walls of Kairos Flight.
==Appearance==
Though, he is relatively short for his gender, standing only at 178 cm tall, Taikuri is one of svelte and muscular physique. In the sun, his ivory skin holds a tint of honey that compliments the green of his eyes, shining like dew on the morning grass. These emerald globes lie compliment to the silver locks of hair that lie ruffled on his head, his bangs kept out of his eyes thanks to the teal bandanna. Just like his profession, Taikuri is half shadow, every muscle on his partially exposed arms and torso flowing from the light into the dark as the sun traces their well honed form. Legs that walk with the grace that would save the most dry of leaves from cracking under his step give Taikuri his sense of silence as he walks around, making him blend into the background of any scene. For those that have the luck of seeing his face, they will see he has the kind of face that stopped you in your tracks. Where the sudden pause in a person's natural expression when they looked his way was followed by overcompensating with a nonchalant gaze and a weak smile. His strong jaw will often cast a return smile to those ladies who are captivated by his looks, finding flattery in the blush that falls on their cheeks. His curve, regal nose gives his face a glimpse back to the handsome days of his childhood, but one could not mistake the way he now holds himself as a man. 
His attire is what really sets him apart, but is something that seems to pay homage to the style of attire that his idol wears. His most recognizable article is that of his robe. Made from cut resistant material, the upper portion of this snow colored robe features a peaked, red interior hood with the center shaped to resemble a falcon's beak. This hood serves to protect his identity and hide his features from those whom are his targets, only showing his devious smile and a red X on the top of the hood that is his signature symbol that is slashed into the forehead of those whom he kills. The lower part of the robe is doubly layered, with the back of the robes trailing down to be longer than the front, still having the same red interior as the hood. It also has a red pouch on the breast to hold some of his specially treated throwing knives. It is left open in the chest, but cinched closed at the waist with a padded black armor to protect his femoral artery and stomach from puncture wounds, as well as cushion the hold of the brown utility belt that holds it closed. Flowing brown pants protect his legs and allow for unrestricted movements to perform his gymnastic stunts. Having a Kinesium-Adamantine armor plating cover the length of his arms and his boots, giving him both power in his hits, and the ultimate protection against weapons. His final accessories are that of his dagger's holster on his belt, as well as the cross leather strap against his chest, and unique strap around his neck to protect his carotid. Finally he has a red piece of cloth tied on his right bicep, as a gift from his brother to motivate him to become the best.
==Personality==
Taikuri most often has a calm, serious, and conservative air about him; like a book that has a tight chain over it. He is familiar with the rules of the game, and typically seeks out predictable surroundings where he understand his role and how to manipulate those around him so he can pass off in any surrounding. He can play any part he is given, the loving son, the doting brother, the emotionless assassin, or even the loyal branch member. He will camouflage himself into any scene, just to get by and leave those around him unsuspecting of his nature as a ruthless killer. Sometimes Taikuri forgets who he really is deep down, his persona's often blending into the funloving soul of who he was as a child. He had once loved to just be out in the world, running alongside his siblings and pretend fighting, chasing down the sunlight until it fades into the stars. The smile that always graced his lips and made him vow that he would do anything protect his siblings and get back to the happiness that they once had before the darkness took them over.
When given a task, whether a job or a simple chore, he is highly dependable, and follows it through to the end. He is practical and no-nonsense, and rarely call attention to himself if possible, evident in his minimalist clothing. He is hardworking and will persist until a task is done, often going for hours until something is done. He is fairly logical and methodical, and often enjoy tasks that require him to use step-by-step reasoning to solve a problem something that shows in how logical he can be in taking out his targets. He is meticulous in his attention to details, and examine things closely to be sure they are correct. With his straightforward logic and orientation to detail, he will generally work systematically to bring order to his own small parts of the world; doing so alone to ensure that it is done correctly. He is slow to trust people, not having many friends outside of his family for this reason, and taking little time to spend with his branchmates outside of jobs to prevent blowing his cover. His time in the branch is slowly starting to chip away at this feeble trusting nature, slowly starting to form bonds with others, but he is still wary at the fact due to his nature. 
His current persona in the branch is one that is closest to his childhood glory. Though right now, Taikuri seems to be too stained by the blood on hands that what he shows to his branch members is more of a shell of the man he used to be. He can be entertaining and engaging others with humor and enthusiasm, laughing with others in the branch hall. He takes notice whether other people are having fun, and does his best to create a good time for all while around them by trying to get everyone involved in some active diversion. He can be generally friendly and likable, but still prevents others from getting too close to him and divulging any person secrets. A fun side of him that has persisted throughout the ages is his love for any and all kinds of foods. He will often scarf down anything that you put in front of him with a joyful smile and happy belly. It is this reason that he will do his best to be sociable and ask his branchmates to join him on his quest to try every food establishment around town.
==History==
Born to the life of a Petrico Royal, Taikuri was still forced to live in the shadow of his older brother Mago. Though he greatly admired that of his brothers and his power, Taikuri was not very well acknowledged by that of the rest of his family due to his age gap and actions performed instead of his father. In order to gain acceptance from some of his family, Taikuri accepted the work that his father forced upon him, even if he didn't quite agree with his father's reasoning and ideals. This lead him to many assassination requests of humans who entered their borders, a breed of whom his father despised with all hatred in his soul. Him and his siblings didn't feel the same hate that their father did, but in order to gain acceptance and acknowledgement in his family, Taikuri performed many of these deeds in secrecy. With fates only known between him and his father, Taikuri had become one of the most skilled assassins in the House of Hogi, his skills in Stealth and weaponry excelling at a very young age. 
His heart grew weary once his siblings had left, leading his father to dig his fangs deeper into Taikuri's flesh. Seeing this as an opportunity for the eradication of any more skilled humans who intended to come to Mys and threaten their rule, Taikuri's father sent Taikuri to follow his siblings path to Hylion with a far different intent. He forced Taikuri to go in secrecy to scope and take out some of the more powerful mages Hylion had to offer, such as that of the Four Beast Saints. With his resolve set on joining one of the most elite branches in Hylion, his fate led him to meet Theia Tasya and ultimately join her at Kairos Flight. Taikuri shared his dark fate with the branch master, asking him to look into anything that could help him separate himself from his father, and end this contract killing his father had forced him into.
== Magic Abilities ==
All Delete (終焉の剣 (オー・ルデリート), Ōru Derīto lit. Sword of Demise) 
Siphoning Magic (サイフォンの魔法 Saifon no Mahō) This magic requires extensive knowledge on Ki and the Ki Circulatory System (ECS) to perform properly, but when successful, it gives Taikuri the ability to drain away a target's Ki. This can come in the form of draining it from their body or siphoning from an Ki based attack; giving this magic both an offensive and defensive purpose. Once the magic is siphoned into the caster's own body, they can effectively utilize this Ki to replicate spells that they have already seen performed by there target. Though great skill is required to utilize this rare magic, the benefits and rewards will surely guarantee any caster a victory. 
In order to use such a magic and begin to drain the Ki from a mage or construct, the caster must make contact with the target with the use of "siphon tubes". These siphon tubes are actual minuscule capillary like extensions of Ki that the user creates to tap into the Ki circulatory system of the opponent. Because of their size they are able to bypass the membranes and gap junctions within cells to enter into the body and expand to the width of capillary and venous walls to siphon off the flow of Ki. Depending on the expertise of the caster, they can create initial siphon tubes that are fractions of a micrometer to enter through the skin of their opponent unseen and begin working their way deep into the vessels that carry Ki throughout the body; something that would make it extremely detrimental to the target's system if they were to attempt to remove them by physical force. Once inside, the mage must expand the siphon tube large enough to seal off the vessel walls, making it easier to create the parameters needed to siphon magic. Though their invisibility to the human eye plays to the advantage of the caster, the initial siphon size needed for this magic to go into effect limits the cater to close range combat in order to get the skin contact they need to plant their siphon tubes. Atmospheric conditions and outside forces will generally send the microtubes off course, and starting off with a diameter similar to that of a Wire Magic spell would lose the element of surprise with the siphoning. Although many a mage will use a large siphon tube to trick the opponent into thinking it is a typical Wire Magic spell, getting enough skin contact to fray their Ki and leave a microscopic siphon tube attached to their opponent while they "reel back in the wire". 
Once they have a siphon tube attached, they can generally extend the length of that tube as long as their magic will allow; but the longer the tube, the slower the siphoning of magic will be. That is why maintained physical contact is the best method of this magic, as it only requires a few millimeters of siphon to get through the thickest of skin and clothing and into the Ki system of their opponent. A touch of only a second will be able to siphon off about 78.86 milliliters of Ki, which is about half a liter per minute. This means for an average mage, who has about 5.5 liters of Ki circulating their body at one time, it would only around eleven minutes to completely rob a person of their magic until their origin restores. Though in combat, sustaining that long of contact with the target isn't feasible unless they are rendered completely immobile; meaning that generally a caster is only able to siphon off about as much Ki as needed for a basic spell before the siphon tubes are damages by an attack. But luckily this magic also works in absorbing offending attacks that come the caster's way as long as they are Ki based. The quality of Ki that is absorbed is far less concentrated, due to the transmutation properties it undergoes during casting, as well as the atmospheric impurities that mix in. So, in order for a mage to take in this Ki and use it as their own power; they need to absorb a far greater quantity of it in order to replicate the attack that they just absorbed.
The basic mechanics of Siphoning Magic is similar to that of an actual siphon; something that requires little effort from the user after the initial priming to continue to drain out the magic from the other person. After attachment of the Ki tubes into the opponents Ki Circulatory System, the caster will then create a pocket of space in their ECS by holding a greater deal of Ki in their magic origin to lower the intravenous pressure of their Ki system. This creates a pressure drop throughout the Ki siphoning tubes, in the same sense that 'sucking' on a straw reduces the pressure along its length all the way to the intake point. The intravenous pressure at the intake point responds to the reduced pressure by forcing the fluid outwards, sustaining the flow to fill in the space at the other end of the siphon and equalize the pressure. This effectively pulls the Ki from the opposing target, forcing it to drain into the caster’s Ki Circulatory System and allowing them to use the properties of said Ki until it runs out of their system. The greater the caster drops their intravenous pressure in comparison to the target, the greater amount of magic they will steal.
Gravity, pressure and molecular cohesion are the acting principles that allows this magic to work without any effort outside of attachment of the Ki tubes. This is because the flow of Ki out of the target’s body depends on the difference in height between the inflow and outflow, as well as the difference in intravenous pressure. Gravity comes into effect for this magic when the attachment point for the siphon tubes is higher than that of its origin. This causes the gravity to push down on the Ki inside the siphon and forces it to flow at a faster rate than that of the intravenous pressure method. This can lead to a mage attaining a greater deal of their magic in a shorter period of time to reap for their own benefits. This also allows the caster to continue to circulate a greater deal of Ki to allow them to continue to attack during the draining process. One of the downsides of this method is its reliance on high differentials and gravity, forcing the user to pay attention to their attachment points and the angles at which the siphon tubes are, in order to keep the flow constant. Another downfall of this method is those who can control gravity, such as those with Gravity Change Magic or Cosmic Magic, can alter the natural flow of gravity to prevent the siphoning of their Ki. That is why most users prefer the intravenous pressure method, as it overcomes this downfall.
The intravenous pressure method is one of the most full proof ways for mages to siphon, as it eliminates the effects of many outside factors. This method is not dependent on atmospheric pressure, as even in varying air pressures ranging from sea level to 39,000 ft altitude had relatively no effect on the flow during experimental tests. This shows that even in a vacuum this magic will still work; something that some users have used to steal the air rich Ki of Wind Mages who attempt an airlock during combat. It has also been shown that in these high-vacuum conditions that the molecular cohesion of Ki, as well as the actions of the intravenous pressure, are the principle factors in the operation of the Siphoning Magic. As a system will try and move towards equilibrium, equalizing the pressure between the two Ki systems, the tight molecular cohesion properties between the molecules themselves and that of the siphon tube walls, allows for the Ki to flow uphill if need be. This cohesive property overcomes the downfall of the gravity method and allows for a mage to feel at ease in the effects of their magic as long as their siphon tubes stay connected. Even if an opposing mage had a high degree of control over their Ki system to help offset the pressure differential that drives the siphon, the caster would just offset it until the opponent would effectively have to cut off use of their magic entirely to prevent it from being stolen.
Weapon Magic
== Physical Abilities ==
Magical Aura(魔力の霊気, Maryoku no Reiki): A Magical Aura is a common term given to the exertion of magical energy into a form outside of Taikuri's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Ki particles exceeds the limits of what it contains, or is purposefully released by Taikuri. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections. A standard aura is produced by mages with a moderate level of magical power within their body. By exerting it outward, it forms a thin layer of pressure that can cause one to be intimidated if they aren't a mage, or if they are a rather weak mage. This is generally demonstrated by individuals of S-Class strength when they are holding back, or when standard mages are showing that they are entering their full reserves of power. It should be noted that the density of this aura, by a S-Class mage, can cause physical attacks to be repelled with notable ease. Taikuri, being that of a higher calibur, is able to give off an aura capable of repelling average mage's attacks if he wishes. Although typically not resulting to such wasteful measures, Taikuri's aura has been seen to be a red color and dance around him like flames. He has immense magic reserves, and so he can use his aura as a line of defense for an entire fight if he wanted to.
Ki Manipulation: From a young age Taikuri had been somewhat of a protegee when it came to drawing in ambient Ki from the atmosphere; even able to do it kinetically, rather than through traditional means of meditation. He has the additional capabilities of absorbing Ki into his magical origin, as well as manipulating the Ki for offensive, defensive, and supportive purposes in any way that he wishes; although it still requires a great deal of concentration for him to harness ambient Ki, and so it isn't used in battle frequently. Generally, a magician has an easier time collecting this stray Ki in environments with higher concentrations of it such as the area where a vicious battle between others has progressed. He has however, been able to manipulate his own Ki reserves with great skill, allowing him to execute attacks without excess waste of Ki. At the absolutely highest level, a master magician's Ki prowess functions as a defense against illusions due to their sheer mastery over it, making them all but immune to everything except the strongest of fabrications.
*Physiological Meliorism (生理的な改善説, Seiri-tekina Kaizen-setsu) : Through the use of this magic a user is able to alter the efficiency of particular cells to allow for greater efficiency of a certain physiological process. Particularly used on the endocrine system, nervous system, muscular system, and skeletal system; this ability is able to effect all anatomical systems to improve a mages performance. This is done through the manipulation of their Ki, allowing their magic to act as a catalyst or substitute substrate in various reactions in the body. This can greatly increase the output and efficiency of cell, as the body is able to use a form that can be replenished slowly through the means of ambient absorption; which is far less finite than the traditional metabolism and production.
** Aldo Mena: Vigilant- Adrenaline, also known as epinephrine a hormone secreted by the adrenal glands; especially in conditions of stress, increasing rates of blood circulation, breathing, and carbohydrate metabolism and preparing muscles for exertion. So once the mage is able to get control of the glands that secrete adrenaline Taikuri may experience effects such as increased blood pressure allowing Taikuri to react faster and become faster in general. As vasoconstriction occurs, Taikuri may feel a bit stiffer afterwards using this.
** Aldo Mena: Unleashed- The manipulation of norepinephrine can be used to treat oneself and give Taikuri_ on final push if Taikuri is extremely wounded or fatigued. Once Taikuri seems like he/she is about to faint or lose a fight due to fatigue the norepinephrine can kick in to increase blood pressure. As norepinephrine is referred to as a "stress" hormone, using an excess amount can lead to organs being worn down faster than usual.
** Aldo Mena: Propogate- Using Ki as a substitute, a Mage is able to disperse Ki through the epimysium of the skeletal muscles and cause massive depolarization of the muscle fibers which causes the body to utilize all myofibrils during contractions. This can give a Mage an extra 20% increase in brute force, but this comes with a cost. Because a Mage is overriding the body’s natural defense mechanism of not utilizing all muscle fibers, prolonged use of this spell can result in extreme tearing of the muscles and related torque injuries. 
** Aldo Mena: Nutriment- but utilizing substrate substitution or Ki catalysis on the adrenal gland, a Mage is able to increase their levels of cortisol, a steroid hormone. One this spell is in effect, the body will begin gluconeogenesis, allowing the body to have an increased supply of "fuel". Although this can increase the output of muscles, but giving it the copious amounts of energy it needs, it is one of the more risky spells to use; as prolonged use can increase water loss, increase protein and bone degradation, and decrease immune and healing functions. So this spell is best used for a quick boost in power on a final hit.
** Aldo Mena: Inspiration- By increasing production of erythropoietin in the kidneys and liver, the body is signaled to begin erythropoiesis, or the creation of red blood cells. With physiological meliorism a mage is able to increase their erythropoietin levels to hypoxic condition, which is about 10,000 mU of the hormone per milliliter of blood. This increase red blood cell production by almost 1000 fold, giving the mage a greater capacity for gas exchange, allowing their muscles to perform aerobic respiration and prevent the build up of lactic acid, which causes soreness.
** Aldo Mena: Vitality- Activating this spell will increase metabolic rate, protein synthesis, bone growth and repair, and increase the body's sensitivity to hormones like adrenaline. The manipulation of these hormones, via substrate substitution or Ki catalysis, will increase protein, fat, and carbohydrate metabolism of the mage's body and improve how cells use energetic compounds.
** Aldo Mena: Vigor- Manipulating the hormone produced by adipose tissue, a mage is able to increase the concentration of Leptin going to the hypothalamus. Using this spell helps slow down appetite, speeds up lipolysis, and maintain energy homeostasis allowing a mage to fight without fatigue for a greater period of time, while still maintaining substantial enough energy to fight at peak performance.
** Aldo Mena: Overhaul- Concentrating their Ki on the anterior pituarity gland, a mage can stimulate release of Growth Hormone (GH) to stimulates growth, cell reproduction, and cell regeneration. This allows a mage to recover from injuries and minor wounds within a matter of seconds. The effects of this spell is only highly effective on superficial wounds, yet it can help with deep wounds by increasing the healing process exponentially related to the amount of Ki output.
** Aldo Mena: Alleviate- This is a two fold modification that helps with releasing greater concentrations of enkephalin, a pain suppressant. This is one of the more difficult spells to master if Taikuri wishes to grant instant pain relief. This can be done as a localized spell, or a generalized spell. Taikuri will modify their Ki to act as a substitute preproenkephalin, a signal peptide that will cause the cells to release proenkephalin. If wishing to use this a precaution, a user can stop this spell in the first stage and allow their body to naturally create enkephalin through the post-translational modification of proenkephalin. If wanting to grant instant pain relief, Taikuri may enter the second stage and use their magic to catalyze the proteases used to cleave peptide bonds on proenkephalin and greatly reduce the time for the opioid peptide to take effect.
Expert Hand-to-Hand Combatant: Taikuri has repeatedly shown his prowess in agility and speed, and when coupled with his impressive strength, his punches are unexpected and bruise-forming. Additionally, he is quite inventive—coming up with creative attacks on the spot to launch against his enemies, finding ways to use the targets own body against them to help make up for his size. He can also change the flow of his fighting style, making it an aggressive and straight forward attack style, to fluid and acrobatic motions while using pinpoint accuracy and lethal strikes. Taikuri excels both in power, using strong and precise punches, such as power packed jabs or piercing uppercuts, to deal damaging blows to his opponents; but also puts a major emphasis on speed, agility, and ferocity by using head-height kicks, jumping and spinning kicks, and fast punching techniques by utilizing the whole upper body and waist rotation to maximize power, which increases impact force and damage. Once he catches an opponent in his combos, he keep them trapped by increasing the rate of his strikes in a seemingly unpredictable manner, not allowing his opponents a chance to block or counterattack. He has even taken in the techniques of sumo wrestlers, called Nekodamashi, to help disrupt the rhythm of defense for his opponent, creating opening for subsequent blows to land. Taikuri movements are consistently changing in such as quick manner that even the most observant of opponents have trouble following and blocking his hits. Due to Taikuri's relatively secret and calculated nature, he does not feel the need to employ hand to hand combat often, and will only use these techniques when evading blows, as he has a sophisticated understanding of how the body moves in various styles of combat due to his extensive training in the area. 
* Capoeira: Being a fast and versatile martial art, this style emphasizes using the lower body to kick, sweep and take down an opponent, while the upper body is used assist those movements and occasionally attack as well. The series of complex positions creates an uninterrupted flow, in order to strike, dodge and move without breaking motion, giving it the characteristics of unpredictability and versatility. The defense is based on the principle of non-resistance, meaning avoiding an attack using evasive moves instead of blocking it. This fighting strategy allows quick and unpredictable counterattacks, giving the mage with the fastest reflexes the upper hand.
* Aiki-jūjutsu: Like other forms of jujutsu, it emphasizes throwing techniques and joint manipulations to effectively subdue or injure an opponent. With his rather quick reflexes and movements, Taikuri is able to blend his defensive and offensive strike to fluidly neutralize an attack's effectiveness and to use the force of the attacker's movement against him. Some of the art's striking methods employ the swinging of the outstretched arms to create power and to hit with the fists at deceptive angles, this can easily level an opponent by striking vital points. This way Taikuri is free to use his knee to pin his opponent, while leaving his hands free to access weapons or to deal with the threat of other opponents. When combined with Capoeira, Taikuri can be highly lethal when subduing an opponent by alternating between the swift kicks of Capoeira and the damaging blows done by Aiki-jujutsu.
* Ki no Michi (木の道, Ki no Michi lit. "The Way of the Tree") is a martial arts style created by the monks of the Minstrel Mountains. It is said that the monks created it to be an integration of their martial arts practices and the personal expression of their philosophy to "live like that of a tree. Staying sturdy with deep roots, even in the face of a growing storm or scorching sun." This fast paced, flexible style of martial arts focuses on neutralizing an attack early on or using Taikuri momentum and predicted trajectory to dodge said attack for a counter. It emphasizes a majority of throwing techniques and joint manipulations, although the use of a mages Ki, later realized to be Ki, is of great importance when delivering an effective block or counter. Also of particular importance is the timing of a defensive technique, either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. This means that a mage must be of fast body and mind in order to read an opponent’s intentions and movements in order to effectively block.
** God Cedar Cranial Descent (神杉頭蓋降下, Kamisugi Tōgai Kōka): Working best as in immediate counter move to follow an opponent's momentum, however, this move does require a great deal of strength to aid in the execution. As an opponent comes in for an attack, the mage will target the leading foot and scoop one the opponent’s thighs with their free hand. Using the opponent’s momentum to aid in their ascension, the mage will lift their opponent upside down so that their head is the closest point of contact to the earth. The mage will then proceed to drop to their side or back, driving the opponent into the earth on their neck and shoulders, or on the top of their head. If executed properly this move will follow one fluid motion and can leave the opponent with severe dizziness, a concussion, cracked cranium, paralysis, or even death if the opponent happens to land in such a way.
** Great Banyan Dance (大きなガジュマルの踊り, Ōkina Gajumaru no Dansu): Beginning with an Ki pulse from a low-rise kick to the opponent's sternum, a mage is effectively knocked up into the air. Afterwards, the practitioner's moves will differ based on the opening they see. They will typically swivel gracefully to land a kick to the left side of their opponent. This will shift the opponents center of gravity on their fall to cause them fall on their side. On the opponent’s decent, a backhand strike to the face will shift the opponent's body to be parallel with the ground. It finishes with a Ki infused punch to the gut upon the opponent’s impact with the ground. This final blow has been seen to break ribs, and never fails to knock the wind straight out of their lungs. Mages have been seen infusing their own magic into the hits to make this dance much more lethal and powerful. 
** Jaya Sri Maha Kick (ジャヤスリマハキック, Jayasurimahakikku): Once the practitioner is able to see an opening, they focus a great deal of Ki into their leg for power, while also maintaining their center of balance and delivers a kick at the opponent's weak spot. The only major weakness of this technique is that Taikuri has to focus a great deal of Ki into their legs, forcing them to lower the power given to their arms; this can be covered by an X guarded stance, or use the free leg to block as well. With the swiftness and power concentrated into the leg, this is easily break bones if an opponent holds no defensive protection. This is also a versatile skill that can be used to launch a practitioner into the air with a vertical distance of 45 feet.
** Jōmon Sugi Thrust (縄文杉の推力, Jōmon Sugi no Suiryoku): This technique begins with an open palm uppercut to the opponent's chin at close range. Once the hand is placed against the opponent's chin, the free hand is then used to strike the connected elbow. The force created from both hands is now behind a single point that's in contact with the opponent's chin. Since the hand is already in contact with the opponent's chin, they won't be able to evade the second hit. This is a skillful move to evade a grasp, as your opponent is within range and would not be able to stand the backward force to their spinal column without releasing their hold.
** Chankiri Revenge (チャンキリ復讐, Chankiri Fukushū): With one arm cocked back, and the other extended forward, the practioner throws a punch from the drawn-arrow stance. The mage delivers a swift punch forward to the chest, using a pulse of Ki to knock the wind out of the chest. A swift turn of the hips will send the other hand to dig into the heart with wrist bent and elbow facing downward. The end result can lead to cardiac arrest from blunt trauma to the heart. This move does take a great skill of precision to deliver the second blow through the spacing of the ribs. So a mage must practice on a multitude of targets before delivering such a fatal blow.
** Kannimara Chord Cut (カニマラコードカット, Kanimara Kōdokatto): while in a fighting stance, the lead fist is thrown straight ahead and the arm is fully extended. With fingers extended outward, Taikuri covers their hand in a coat of Ki; at the moment of impact, the pronated hand is generally held in a horizontal orientation with the palm facing the ground. The power of this attack comes from it's ability to cut the vessels of it's opponent when executed with enough force. Using two fingers can cut off blood flow until the pressure is released, three can cause severe bruising, four fingers can cut superficial nerves and vessels, and 5 finger can damage muscle fibers.
** Tembusu Mania Blitz (テンブスブリッツマニア, Tenbusu Burittsumania): This strike follows a downward push of the target's own strike by applying fierce pressure to the joints of the target's striking limb and causing it to lose its consecutive momentum. Afterwards, fighter had to stiff his body to its utmost limits on the moment of impact. When the practitioner uses it at the right moment in a strike, all of his joints will be fixed. Although difficult, if done correctly,they will strike with the weight of their whole body. When the strike is covered in Ki, and comes in contact with the water that makes up the human body, it sends a shock wave through the body that can temporarily paralyze the target.
Spear/Staff Specialist: His ability to wield a staff are almost comparable to that of a master, as he has practiced with it for many years. He can be seen utilizing fluid motions when he is wielding his k'rik, giving his attacks a sense of grace, as well as a seemingly endless array of potential strikes. By slowing his breathing down to match his opponent's Taikuri is capable of entering a state of keen awareness of his opponents moves, basing it on the pattern and alteration of their breaths. His stance can alter between one for countering his opponent's moves by using the shaft of his spear to deflect attacks away; or he can lower his spear toward the ground to execute various Ki defenses, like Defenser. It is this lowered stance Taikuri becomes far more deadly, as he is capable of blocking attacks from any direction as well as being able to attack with a swift raise of the staff. He is able to perform as a dual-handed spearman, capable of using each hand to fight and throw his opponents off guard. When using his staff he has shown a master usage of Sojutsu and Bojutsu, with a mastery in Torunku Ryu, and has even gone as far being capable of moving his spear fast enough to deflect projectiles. His ability to perform tremendously powerful and precise strikes, launch several consecutive strikes in a matter of mere moments, and versatility against opponents has given him the skill to render many of his targets unable to fight by striking and paralyzing the joints needed to wield a weapon.
*Torunku Ryū: The offensive aspects of the style focus on conditioning Taikuri on an instinctive basis to, when fighting with a pole weapon, always keep the opponent within a certain zone of attack to optimize offense while still retaining the ability to defend oneself. By keeping the opponent a comfortable distance away Taikuri is able to focus more on offense. Taking advantage of the extended reach of the staff, Torunku-Ryu holds a distinct advantage over weapons with shorter reaches, besetting the enemy with a relentless flurry of vigorous assaults at range. In the interest of pressing the advantage, practitioners of this weapons form are able to close considerable distance in a short space of time relying on pure agility as long as the opponent is within 15 meters of their position. Because of the extended reach of the weapons used in this form Taikuri is able to deliver attacks faster than the time it takes for an opponent to cast a spell, forcing the mage to attempt to physically dodge or block Taikuri's strike. Thus, this weapons form is extremely effective in closing the distance and forcing a direct physical confrontation. A master of such art can fight fluidly with two polearms at once. The draw back to this form is that Taikuri will not be able to fight quite as effectively in extreme close quarters, nor can the advantage be maintained if the opponent's weapon is sufficiently heavy or of similar length to Taikuri's. Torunku Ryu is also excellent at defense and evasive maneuvers. The defensive aspects of the style rely on perception and awareness of surroundings. By using deceptively quick sweeping movements Taikuri is able to divert force away from their body easily by simultaneously shifting into the least accessible position while also not confronting the force directly when necessary. This can work to defend Taikuri even from extremely swift assaults. Taikuri can easily alternate between offence and defense, as this form allows for fluid transition. In addition, Taikuri is trained to whip the staff around their body so quickly, they are able to block multiple projectiles from several directions easily so long as none are fired from a blind spot. This form is less effective in close quarters or in tight, confined spaces with places to potentially catch the staff weapon and halt its movement. Adept skill in the style allows Taikuri to fight on par with close range combat masters on equal terms, and mastery of the style allows Taikuri the ability to fight on equal terms with nearly any opponent.
* Bōjutsu: The basis of bo technique comes from thrusting, swinging, and striking techniques that often resemble empty-hand movements, following the philosophy that the bō is merely an "extension of one’s limbs". Bōjutsu attacks are often avoided by agile footwork or jumps and returning strikes made at the enemy’s weak points. The bō is typically gripped in thirds, and when held horizontally in front, the right palm is facing away from the body and the left hand is facing the body, enabling the bō to rotate. The power is generated by the back hand pulling the bō, while the front hand is used for guidance. When striking, the wrist is twisted, as if turning the hand over when punching. Bō technique includes a wide variety of blocks, strikes, sweeps, and entrapments. The bō may even be used to sweep sand into an opponent’s eyes.
* Sojutsu: Sojutsu focuses on the various uses of the spear in combat, and is one of the principle stance and holding techniques for those who learn the spear. Generally speaking, there are many kinds of spears or, Yari, that a mage can use within combat, however, nearly all of them are used in the same way. Taikuri holds the bottom of the shaft with one hand and uses the other one near the middle. With the spear held like this, Taikuri can keep the weapon between himself and the opponent, giving him a great advantage, and can also move it out of the opponent's range and slash back at them easily.
Grandmaster Swordsmanship: Taikuri's power with a weapon is able to produce shockwaves from his strikes, giving him tremendous cutting power capable of effortlessly slicing through defenses while pushing enemies to their absolute limits. His attacks are typically that with a large, quick, sweeping movements, using his dagger to cleave through opponents with every strike. In order to draw his enemies in to allow for the use of this power, he is noted to have a very unorthodox fighting stance with his blades at times. If he doesn't finish them off from the shadows, he will bend his knees and will separate his feet at a shoulder distance to make him a bit smaller and wider while facing the enemy. He will keep a front face to the opponent, rather than the convention side face, making him appear to be a larger target to the enemy. However this opening stance is only meant to entice many enemies to rush in after seeing the broad target Taikuri makes of himself. Due to the enhancements of his Ki in giving him unimaginable speed and reflexes, Taikuri is easily able to switch from his front stance to a more orthodox stance in a matter of milliseconds, easily getting in a swift hit on his approaching enemy before he begins his execution. This taunting maneuver of his stance is more of a psychological attack, as it gets his opponent into a false sense of security, luring them into what could easily become a mass of lacerations from this renowned swordsman.
* Master Iaijutsu: One of the principle sword techniques Taikuri has at his disposal, this technique is by far his most proficient. Iaijutsu is a combative sword-drawing art, but not necessarily an aggressive art, because iaijutsu is also a counterattack-oriented art. Iaijutsu technique may be used aggressively to wage a premeditated surprise attack against an unsuspecting enemy. This fits in well with Taikuri's nature as she is never one to initiate attack without reason, and this art allows him to focus on counter attacks. 
* Jikishinkage-ryū: This is mainly learned to teach a mage footwork and breathing. The footwork used in the Jikishinkage-ryū style and can be translated as law, rule or method (for) transporting, conveying or carrying ('walking'). It is stressed that both feet stay firmly planted on the ground at all times. The kiai consists not only of the shouting, like most martial arts, but of the proper way of inhaling and state of mind as well. Every kata has two distinct roles called uchidachi, the striking/attacking sword, and shidachi, the doing/receiving sword. Roughly, the swordsman draws a semicircle (upwards or downwards) with both their right hand (holding the sword), and their left hand (free). They finish the movement with his arms extended, the sword pointing upwards, and the free hand's index finger pointing downwards. They represent all the things in heaven and all the things in earth, and the practitioner in the center of everything. Another typical technique is both arms movement in which uchidachi raises with both arms and receives the subsequent uchikomi with the side of the blade. This results in thrusting the left arm forwards and turning both arms outwards to allow to absorb shidachi's cut which is in kiritsuki style like performed by a kaishakunin. 
* Hokushin Ittō-ryū: Hokushin Ittō-ryū is a very intense dueling style, which focuses on simple and fast techniques where no unnecessary movements are made. Controlling the enemy’s center line with the Kiri-Otoshi and dominating him with extremely fast tsuki-waza are the signature techniques of this ryūha. The principles of this style are that a perfect technique should contain defense and offense in one action. 
*Air Slicer (エアスライサー Easuraisā): His power with a sword is on par with that of any branch master, and she can also put forth a great deal of power behind his strikes. An example of this is his power to swing his sword with such great force that it creates a concentrated air current that is capable of slicing through objects in his path; regardless of if the blade actually hits the target or not.
* Shield Breaker (シールドブレイカー, Shīrudo Bureikā): Shield Breaker is one of Taikuri's most powerful sword attacks; when using it, Taikuri charges Ki into his blade, then he unleashes a mighty overhead slash, which causes a decent-sized explosion of energy upon impact. Taikuri takes a bit of recoil from the explosion, but because it is his own magic, the effects are minimal. This is capable of breaking through even the toughest of S Class defenses, hence its name as a shield breaker.
* Marvelous Combination (マーベラスコンビネーション, Māberasu Konbinēshon): Marvelous Combination is a unique sword technique, as it consists of four different attacks chained together. The attacks simply change the motion trail of his sword, but swiftly moving the blade along with alternating wrist and pivot movements, it is extremely challenging to tell which angle the blade will be striking from. If the first hit connects, it is nearly impossible to escape the rest of the combo. This is a combination based on speed and misdirection, making it one of the most versatile moves for Taikuri.
* Kitsune Slash (狐スラッシュ, Kitsune Surasshu): Kitsune Slash is a sword technique which is most notable for it's quick execution; almost as fast as the speed of lightning. When using it, Taikuri quickly gathers his magical energy within his feet and leaps up, expelling the magical energy as a sort of boost, flying quickly upwards with his blade extended out horizontally beneath the enemy. Kitsune Slash is best used point blank if it's meant to be used as an attack, since there is a greater chance of hitting the target with the edge of the blade. Taikuri can adjust his trajectory anywhere from directly upward to a 45 degree diagonal on either side, at the expense of some vertical distance.
Intelligence:
Resounding Strength: 
Master Assassin: Taikuri's most distinguishing characteristic, as well as the reason he was chosen to become an assassin, is the fact that he is able to move with an inconceivable amount of stealth; never faltering or emitting any form of unnecessary sound without effort. This isn't just due to his magic, although in order to be secure in his approach, he often employs it just in case. His peak acrobatics and agility make him a skilled mage at infiltrating the most difficult of compounds and evading superior defense systems. Over the years he has developed excellent tracking abilities, being able to see minute changes in scenery to detect a target's path of escape. Because he is so well versed in a variety of different methods to take out a target, it is very difficult for others to get the scoop on him and surprise him. He is able to mask his presence from even the most keen of sensory type mages, able to mask his Ki output so that he blends in with the background.This allows him to stay stealthy long enough to get close to his target and eliminate them.
High Pain Tolerance and Heightened Sensation: Taikuri has shown excessively high pain tolerance, with markedly decreased endogenous concentrations of nociceptin (pain-activating neurotransmitter) and extraordinarily high levels of enkephalin and anandamide (natural biologically-occurring pain relievers), which both serve to decrease pain reception. Furthermore, their thalamus show super-threshold afferent and efferent innervation, especially to the eye, ear, nose, and somatosensors, thus increasing the ability of their central nervous system to receive and integrate external sensory stimuli. This increased perception time, in combination with their heighten impulse speed, has given them a reaction time of 0.047; a time twice that of the average human.
Impressive Stamina and Endurance: When studied his muscles were shown to express extensive and continual neovascularization and increased mitochondrial proliferation, accelerating both short-duration and long-duration muscular contraction by capillary perfusion and readily available creatine phosphate. This ideal physiology grants him greater stamina, allowing him to operate at peak capacity for several hours without fatigue or assistance from his Ki. This has been obtained through countless years of high intensity interval training at various altitudes and conditions to expose his body to various environments to help shape it into that of an elite athlete. This training has also greatly affected his heart in a way that the size of his left ventricle is far greater than that of an average human; greatly increasing his stroke volume and cardiac output, allowing for him to send more hemoglobin rich blood to transport oxygen to his muscles and increase his endurance. When functioning at high intensities, such as during his sparing session with his guards, this comes in great help as this endurance training has helped his body maximize the efficiency in both his aerobic and anaerobic metabolism. This means that his body has an efficient metabolic cycle that can prevent muscle depolarization and can help keep up with the production of lactic acid that causes post exercise fatigue. His body will be able to stand a high level of exertion, such as long distance running, for a total of 12 hours without the need for a break. Taikuri thinks that he could potentially run for three days straight without feeling tired, with a speed of about 6.5 meters per second (14.5 mph), if he were to truly push his body to its limits without sleep. But is this endurance and stamina that allows him to outlast even the most conditioned of foes, and will prevent him from missing a step in combat due to physical or mental fatigue.
Keen Body Regulation: Taikuri has been known to control his breathing and heart rate to that of an arctic free diver. Having been trained in assassination techniques are expected to be able to regulate his breathing and body temperate to withstand the potential problems that would arise in the environments that the special operations organization is named after. One trick that he has learned is the ability to induce the mammalian diving reflex, which happens when your face is submerged in cold water, outer blood vessels constrict, directing blood away from the extremities and towards the heart and brain. The heart rate slows, reducing the rate at which oxygen is pumped around the body. By controlling his muscle contractions and his mammalian diving reflex, he is even able to survive in cold environments for an extended period of time by directing blood flow to his core. With training, Taikuri became an experienced breath-holders by being able to drop his heart rate by twice that of non-divers upon immersion in cold environments. He is now able to hold his breath for 11 minutes and 24 seconds in a stationary breath-holding competition, something that is also known as “static apnoea”. This also comes from the induced hyperventilation that allows him to perform a prolonged breath hold. This is because the brain monitors the amount of carbon dioxide in the blood to decide when to trigger the gasp reflex. Purging this carbon dioxide with rapid deep breathing increases how long you can go before the urge to gasp becomes irresistible. And his large lungs is a natural advantage, which can allow him to survive underwater, in toxic gas environments, or in high altitudes far longer than that of an untrained individual.
Immense Durability: His joints and bone structure have adapted to such strain he puts on his body, as the cells within his joints produce a higher amount of hyaluronic acid, lubricin, proteinases, and collagenases to increase the replacement of synovial fluid at an unimaginable rate. This helps cushion impacts on the skeleton, preventing Taikuri from suffering severe damage during hits far greater than that of the layman; giving him the ability to outlast other opponents in his missions. His body has also undergone extreme ossification of his bones due to the weight pushed upon them from constant training, allowing his body to act as a physical shield against the force of his opponent punches and kicks. This enhanced structure makes him resistant to blunt force trauma and allows him to fight beings with superior strength without being instantly decimated. This increased density allows him to withstand 5,000 Newtons (1,125 lbs) of force, that of a professional boxer’s hardest punch, without breaking; or even withstand the kick of a professional kickboxer, clocking in at a max of 9,000 Newtons, with only heavy bruising. One of the surprising factors of his durability comes from his mental clarity. He is able to prevent the tensing of his muscles and joints during a fall or incoming blow; the flexibility helping to cushion the impact on the spinal column, joints, brain, and internal organs. This mental control allows him to walk away rather unscathed from being thrown into a wall, or falling from a few stories up with the extent of only a broken bone or two.
Master Acrobatic Skills/Superb Flexibility: In order to become an elite assassin of the Hogi Family, one must be flexible like the willow branch. Taikuri is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, making feats such as flips and springs as easy as breathing, and allow him to get places that others might now. He can scale buildings in a fluid manner without making a single noise or missing a step on his ascent. Taikuri has been shown able to easily perform amazing acrobatic feats giving his the flexibility necessary to execute difficult physical combinations with no strain or discomfort. He has even been able to perform precise slashes with his dagger and kill the most burly of targets while using their bodies like a springboard to flip to the next target. He has impressive personal strength and phenomenal equilibrium, making him one of the more skilled mages; as accomplishing feats such as scaling a wall, evading trip wires, and leaping from roof support beams. His acrobatic skills make it even hard for people with superior speed to best him in combat. He is able to jump from one building to another and then performing an acrobatic roll to avoid the impact from damaging his body. Even on platforms that others would find unsteady, Taikuri manages to retain balance while switching positions without a single effort. He is able to perform any complicated sequence of gymnastic stunts with ease such as flips, springs, and twists. 
Incredible Speed: His cardiovascular and respiratory systems have become far more efficient than those of a normal human due to repetitive training and conditioning. The chemical processes within his muscles are so highly enhanced and efficient that his body does not produce lactic acid or other harmful byproducts of respiration, or rather, it produces so little of it that it is almost negligible. His joints are smoother and lubricated more efficiently, as well as increased tensile strength on his tendons and muscle fibers to better suit that of high speed exertion; preventing him from getting injured due to the strain the high speeds potentially on certain places on his body. Even without the aid of his Ki for fuel for his running, he is able to travel 100 meters in a matter of 4.74 seconds, nearly twice the maximum capable speed of the most elite runners. Using his Ki as a potential fuel source helps him offset the increased energy requirement required to shift his weight load so quickly. His speed is one of his most formidable abilities, giving him the power to quickly subdue his opponent and counter any possible attack sent his way. The maximum limit of his speed has yet to be tested, but some believe that he would be able to keep up with a master of High Speed if he attempted to allocate enough magic. However, one of the most formidable traits of his speed, is his ability to stop on a dime and change direction. This nearly instantaneous shift in direction, requires a great deal of force to help move his momentum, something that puts a great deal of strain on his legs and internal blood flow. Though tests have shown that Taikuri has the perseverance of a fighter pilot when it comes to the force of speed put on his body. His body is capable of withstanding the immense pressure put on his vessels during his high speed travel, preventing him from collapsing when his blood flow is shunted away from his brain during something like a running jump. When put through a G-simulator, Taikuri was able to withstand a staggering 46.2 g’s before passing out, when the machine was accelerated to 632 mph in less than five seconds, and the subsequently stopped in just one second. His thalamus is also highly developed and has shown super-threshold afferent and efferent innervation, especially to the eye, ear, nose, and somatosensors, thus increasing the ability of his central nervous system to receive and integrate external sensory stimuli. This increased perception time has given him a reaction time of 0.047; a time twice that of the average human. With his speed and reaction times standing far above that of a normal mage, his ability to quickly take down a target rarely comes into question.
== Relationships ==
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==Trivia== 
*His appearance is based off Aram from Chain Chronicle.
Category:Lady Komainu