Ryota Kaneko

Ryota Kaneko (亮太金子, Ryota Kaneko) is the definition of an elite soldier and leader. Through his time spent in weapons development he took this knowledge to the battlefield. He used his impressive skills to work his way up the rankings of the Cambium Knights special ops force to an O-5 Commander. 
Now, during his time as one of the longest serving Cambium Knights he has amassed a great deal of power. He is head of the Ashvattha Research and Development department, constructing a variety of weapons and modifications for the Machinas within the borders of the Continent. He is also the current commander of one of the largest armies in Ashvattha, consisting greatly of Machias Cyborgs of his own design, making them the most deadly as they will never tire and have been trained to fight until they complete their mission, as Ryota will not accept any form of weakness or defeat. 
== Appearance ==
Ryota stands tall and proper, his broad shoulders conditioned to stand back at attention through his years of training and serving in the military. His muscles have become toned and aptly conditioned for both long term endurance and hard hitting blows in combat. He has achieved this look of precise, balanced musculature by applying himself to a specialized weight-lifting program that was implemented through his promotion to a Cambium Knight, and one he has continued to employ after he had finished his tour. Due to this well rounded training he has a chiseled musculature, one that de-emphasizing massive size in favor of balance, proportion, and shape of each muscle. 
Aside from his physique, he has onyx tousled hair that gives him the appearance of sideburns and a bangs that come to a point. His steel gray eyes give him a rugged, yet mysteriously attractive appearance that is tied together with his hard jawline and small hero nose. His hands are strong and steady, capable of firing a gun with pinpoint accuracy, or deliver a punch that has once knocked a man unconscious. They used to hold a cigarette and lighter before he enlisted, but was a habit he quit due to its interference with his training and performance. He can now occasion be seen smoking one during times of great stress, just to help ease his mind.
His combat attire is that of the traditional soldier combat uniform. His pants feature a unique padded waistband and hi-mobility stretch panels at the knee and lower back, with fitted kneepad inserts. It is matched by a 4 way stretch woven jacket that creates a highly breathable and extremely wind/rain resistant outer garment. Packability, clean lines, and refined features are the hallmarks of this jacket; from the hidden hem adjuster to the discreet zip mesh pockets that double as internal storage, this design remains uncluttered while still being multifunctional. It has armor-friendly extra-long pit zips, which Ryota employees with a Iridosmium-Kinesium alloy armor during battle, but uses as more ventilation during training.
Underneath is a shirt made from a 4-way stretch woven laminate treated on the exterior with a special treatment to handle extreme weather resistance. The moisture and temperature management features allow him to maintain a comfortable operating core temp while in combat; and a wicking, midweight, high-performance flame resistant knit torso and reinforced 4-way stretch laminate sleeves provide a warmer base for the colder climates. Over both his shirt and jacket is a armor filled flack jacket. The design of this provides passive cooling via large air channels that run under the armor. It is filled with the same armor mentioned above and is fully modular and highly adjustable. It fits snug against his chest and includes a multitude of features. Combat boots and a holster on his right leg completes his quick combat attire, although he prefers to use his magic to bring forth his guns.
When he isn't in battle he is usually seen in a formal attire, a habit reminiscent of the visual he would see his father wear everyday as he accompanied him to work to learn the trade of Kaneko Innovations. He can be seen wearing a obsidian black suit that can accompany the accentuating button up waistcoat underneath or the classic white shirt underneath. The jacket is single breasted, but with narrow notch lapels. This unusual detail, along with handmade buttonholes and elegant cuff links, give the garment away as refined. The complimenting sable tie is tied with an impeccable, windsor knot. His outfit is further complimented by a pair of classic lace up, well polished black shoes.
== Personality ==
Ryota thrives on excitement; this hunger for action is what first made him join the military. This was the most likely course of action he could take to satisfy his need to respond to the call to help someone in a situation which is full of danger and has the potential of death. His background in the weapons field, through his dad's company, gave him the drive to do this ever since he was a boy. Answering this challenge is his highest expression, as he would willingly put himself through the rigors of war just to satisfy his craving for action. He finds fulfillment in overcoming severity and rigor, always pushing himself to improve his body and skills. This sort of self-discipline is personally satisfying to him, and is what got him to the level of an elite soldier and a leader among the Cambium Knights.
He is able to be loyal to his leader and to obey without question. This came from years of training himself, as he was taught that, "A good solider must first subdue himself, to bring his own unruly traits into subordination, before he is truly fit to subdue others and the world." The principles of dedication, honor, respect, and duty became ingrained in him, and is a huge part of who he is now.
He is very goal-oriented and has a knack for focusing and concentrating his energy toward getting to his goals, and excluding things that do not promote this. This mentality gave his squadron one of the highest counts in completed missions. He could inspire his team to carry on when every one else had given up because the going got too tough for them. He thrived on the glory that came when they succeed where others might fail.
Emotional and hot tempered at times, he can be brutally blunt and even abrasive. On the first day of training soldiers are taught to be direct; allowing them to communicate quickly, clearly and without any hint of self-doubt or ambiguity. For those not familiar with this type of communication, Ryota is viewed as abrasive, impatient or even rude. For those in the know, it's a great way to get tasks completed and use available time efficiently. He can get especially fiery when his partners, or leader, is disrespected and will throw many punches and insults towards his opponents; tearing them apart with his vicious rhetoric, followed up by a more literal sense of tearing them apart. He has been seen especially quick to anger, loosing his usual calculative demeanor, when someone deliberately destroys his equipment. This can be seen during a fight with Videl Kikyo, as the brother of his King destroys his ReconOptic Scanner in an attack and Ryota releases a monstrous aura in anger.
His intimidating physical presence has been used to enforce his ideas, and employ his tactical ways. He is generally surprised that others cannot take the harsh treatment they thrive on, and so he has had a tendency to "lead with an iron fist" and only accept those he deems worth into his squad. He is not sympathetic to "wimps" and "weaklings" who cannot endure pain as he can, which is why his squadron in the knights is made mostly of machinas. Not only can they "take it", but they can also "dish it out". This mentality translates to his thoughts towards his fellow members of the knights. He respects their position, but he doesn't particularly get along well with them, as he feels they did not put in the energy and effort needed to be deemed a true soldier. They rely too much on natural gifts, and wouldn't be able to take the pain needed to be a warrior on the front lines.
When it comes to his partner, Tobias Gudbrand, Ryota had initially made a brash judgement about his reserved personality, dismissing his abilities as a leader figure among the Toranku, despite Tobais's tenure. After seeing his demeanor change during battle, as well as his determination and skill heighten, Ryota saw reflection of his first encounter with him and respected his power. He later saw the great amount of loyalty among his companion's own personal forces, and Tobais's own loyalty to his troops, and deemed this man as someone whom is a true soldier, and was the only man whom he would accept as his partner. He has grown to admire Tobias's dedication and tenacity, and Ryota has deemed him the only man for which he can speak his mind freely. It is because of this trusted bond that Ryota is able to speak casually to his partner, talking with a comfort that isn't typically present in his eloquent diction.
== History ==
Surrounded by technology since he could take his first steps, Ryota marveled at the creations of his father's company. His innate ability to deconstruct the metallic creations and skillfully put them back together was accomplished by the age of 5, through the countless hours following his father's shadow. He was put into one of the best schools during this age, where Ryota raced through with perfect marks in all of his classes. This, combined with his good looks and a respectable family, made him well known, especially with his girl classmates. However, Ryota was not particularly loved or hated since he went through school life in a withdrawn state, preferring to observe everything from afar, carrying out his life philosophy to be 'neither too close nor too far' from the others.
On his off time he would spend time in his father's lab helping to construct and improve weapons and technological advancements available for both solider and citizen. At the age of 15 he went on to attend a prestigious college where he followed his passion and skill in to getting a Bachelor of Science in Mechanical Engineering, and later on, a Master of Science in Engineering Technology. He grew tired of being held up in an office, unable to truly test that of which he made, and so he passed on his heir to his father's company, and chose a path of a soldier at the age 17. Although he was one year shy of being officially enrolled in the military, his physical skill and knowledge allowed him entrance and acceptance into the program as an Officer, due to his degree. It was here that Ryota became the man he truly wanted to be, a leader and protector.
Tasked with making important decisions in stressful situations, and entrusted with the safety of the men and women under their command, Ryota thrived within the suit of cloth armor that was called their uniform. His performance on and off the field caught the attention of the higher ups, and he was asked to join the Cambium Knights, ____'s primary special operations unit trained to operate in the variety of climates they are named after. Passing their selection tests with one of the highest marks they have seen, he was quickly drafted into their intensive training program. Ryota was placed as O-3 Lieutenant in charge of the Alpha Team, the team tasked with the greatest number of operations on various terrains.
On the mark of his 23rd mission with that of Alpha Team, during the third year of Ryota's service with the military, his team took an unknown casualty during what was known as "Operation Myrmidon". The day of the assault, the team encountered an unknown force that caused their squadron to split up. He was panicked, until he found his Assistant CO, Spike Winterfel, held up under fire behind a wall. Providing cover fire for him, the two managed to escape and reach their target building. Making their way through the building, witnessing that their squad taking hold of the building themselves, they found target's office abandoned. While Ryota was cracking the system to gain the intel they came there for. Just when Ryota was finished with his task he heard an enemy yell as a grenade was released from his hand, and a bullet pass through his head. Ryota yells for Spike to get out, as he runs to kick it away from his friend, but it was too late. The grenade explodes as it travels through the air, the shrapnel flies into the calf and foot of Ryota. No weight could be placed on his leg as Ryota falls to the ground in pain, but the greater pain came from the sight of Spike with the shrapnel placed liked freckles over his chest, slowly bleeding to his death.
Loyal to his company, he wouldn't leave Spike him behind. He dragged him back through the forest with bullets and mortars chasing his head. With his squad behind him, they managed to make it back to safe territory, but Spike's light had already drained from his eyes. With pain in his heart, Ryota led is men back to base. His leg was closely examined and was noted that the shrapnel had struck and severed his nerves, no longer giving him movement below the knee in his right leg. Seeing this as no detriment to his abilities as a fighter, Ryota quickly began formulating a bionic replacement during his recovery time from the wound. Due to his valiant effort during Operation Myrmidon, Ryota was promoted to an O-5 Commander, still allowing to lead during his time of recovery. After a year of service as a Commander, Ryota completed his tour and opted for discharge in order to pursue his quest for knowledge of the world and ways to bring about a greater change.
== Magic Abilities ==
The Solider (換装兵士, Kansō Heishi) is Caster Magic and a type of magical attire that is the advanced form of The Gunner. It focuses on summoning forth a variety of combat weaponry through the use of a spatial summon from where these weapons are stored. It gives Ryota the clothing that can be seen described in his combat attire, making him very well suited for battle. His guns are able to fire a variety of magic bullets, and so the resounding difference between his various summons are the rate of fire and variety of attachments available. The combat attire that he is equipped with has been treated with a synthetic nullification spell, offering him greater resistance to magical attacks as well as its Kevlar construct to protect against physical attacks. When combined with his use of metal magic, his defense is almost absolute.
* 9mm Pistol (九つ粍拳銃, Kokonotsu Mirimētoru Pisutoru): This automatic pistol fires .45 caliber bullets at a rate of 1,100 rounds per minute. The pistol uses the safe action method, which is a cross between single action and double action only. The firing pin, after cocking, is always halfway charged, when the trigger is pulled it moves the pin all the way back, then forward to fire the cartridge. This offers a lighter trigger and no chance of misfire in case of dropping; misfired bullets cannot be re-struck, because the gun has to be cocked again by the bullet firing. It is fitted with a high capacity magazine that holds 27 Iridosmium rounds before being reloaded, but can be fitted with a variety of magic bullets for various uses.
* CSF Assult Rifle (戦闘特殊部隊のアサルトライフル, Sentō Tokushu Butai no Asarutoraifuru): It is a gas operated, selective fire weapon that is a staple of the military. This weapon comes with a variety of barrel configurations and runic crystal attachments. All these configurations have the same layout, controls and operation procedures. The CSF-L (Long barrel) and CSF-C (Compact barrel) have 90% parts commonality, with the difference being in the barrel length, as well as the CSF-L coming with an additional dual lacrima positioned on the barrel. These weapons are available in three quick-detachable barrel versions - standard (S), close quarters combat (CQC) and long barrel (LB). Different length barrels can be quickly replaced. So this weapon is highly customizable. The runic crystals available for attachment come in the standard 4 elements for unique bullet attacks, while the CSF-L comes with an attached gas vrystal on the barrel that can turn it into a flame thrower.
* KSV-45 Sub-Machine Gun (クスブ四十五短機関銃, Kusubu Yonjuu Go Kogata Kikan Jū): This is a delayed-blowback operated, selective fire weapon, which fires from the closed bolt. This reduces recoil and muzzle climb, as it absorbs and redirects the recoil force downwards, thus improving overall weapon control. This allows a mage without a scope on to have fairly decent accuracy. This gun has a range of 330 feet without the assistance of magic. It has a 30 round standard magazine, but can be upgraded to include a runic crystal magazine that runs off of ambient Ki.
* Firestorm Carbine Light Machine Gun (嵐カービン銃, Arashi Kābin Jū): The Firestorm Carbine has a longer barrel and greater effective range than the KSV-45 rifle, as well as the fact that it holds a higher caliber bullet; a .50 caliber as opposed to the KSV .45 caliber. It is also fitted with a bipod an rear grip for better handling; although a number of parts are interchangeable between the guns. The Firestorm Carbine is a Light Machine Gun, making it ideal for firing a hail of bullets to make your enemies take cover and to allow other mages to take a more accurate shot.
* M81 Sniper Rifle (ム八十一スナイパーライフル, Mu Hachi-ju Ichi Sunaipāraifuru): This is an automatic anti-material/anti-personnel rifle that is fitted with 2 lacrima that allows for the most accurate and deadly shots. The rifle can be also used to hit enemy soldiers, that are hiding behind cover and walls, as its powerful ammunition can penetrate through bricks and concrete. It comes with a recoil reduction mechanism that is said to absorb 70% of the recoil.
* Vanquisher Shotgun (征服者の散弾銃, Seifuku-sha no Sandan Jū): This shotgun has two Kinesium self-cleaning pistons and two lugs to lock the rotating bolt. The This weapon has an effective range of 40 to 50 meters with buckshot and 130 m with solid shot. It is most useful in close quarter battle, such as clearing buildings and so on. The runic crystal atop this shotgun is of a thicker model to handle the increased energy contained with the fired bullets.
Magic Bullets: A standard of Magic Guns, and what makes them extremely lethal in the right hands, is their ability to interchange different forms of munition to achieve a desired effect. This gives the user access to a variety of different magics that have been packed into the unique casing of a bullet. When the bullet is fired, the casing will break off and reveal the withheld magic, causing damage to the intended target. Although the creativity with attack patterns is not as fluid as it would be, should the mage know the origin magic itself, these bullets are still able to generate enough power and force to equal that of an average attack from a mage who studies the origin magic. Ryota himself is able to generate some creativity it his attack patterns due to his prowess with Ferrokinesis and Magnet Magic, being able to alter the bullets course to overcome obstacles such as shields.
* Phoenix Burst (フェニックスバースト Fenikkusubāsuto): Loading the barrel with a round of flame bullets, this attack really packs some heat. Once the bullet is released the temperature rises to a scorching height as it leaves out the barrel, leaving behind a small burst of flames as it escapes. The bullet case opens up to reveal multiple pellets of titanium, that ignite with Fire Magic upon contact with the air. This fire burns at 4986.85 degrees Celsius making these bullets capable of melting through metals, and has even been shown burning through Ice Magic shields with ease.
* Star Burst (スターバースト Sutā Bāsuto): A simple offensive spell that fires a small, but very fast, shot of Light Magic from his gun every time he pulls back the trigger. These bullets are rigged with a unique combination of Light Magic, giving off light on both the infrared wavelength and the visible wavelengths. This frequency of light appears like thin beams shooting towards the target, giving off both high vibrational energy, but also an element of invisible heat. Though it's melting power is less than that of the Phoenix Burst, it is still able to deal second degree burns to the skin it passes through, instantly cauterizing the wounds. This type of shot is typically used with his machine gun, as these small bullets are more prized for turning Ryota's targets into swiss cheese, as it is able to pass through skin and bone with ease. These bullets also can easily cut through any mage who utilizes Darkness or Shadow Magic, as the light reigns supreme to the darkness.
* Spark Shot (スパークショット Supāku Shotto): A versatile bullet that can do both offensive or defensive moves. When loaded these bullets are packed 120 milliamperes (mA) of electricity that, when shot, spark uncontrollably on their path to the target. When they make contact with the target a bullet can cause extremely painful shock, respiratory arrest, and severe muscle contractions over the entire body. Ryota has been known to "charge" the magazine by flooding the bullets with Ki, causing the particles within the bullets to become excited and making the output of his shot up to 1,030 millamperes, a shot that will cause ventricular fibrillation, full muscle contraction, and long term nerve damage. When this Rajin Shot hits the target straight on, death is almost certain.
* Dark Void (ダークボイド Dākuboido): This unique shot is a combination of Darkness Magic and Gravity Magic and can leave an area in a devastating mess. Using the same type of magical combination as one of his MACE Grenades, these bullets are on a timer mechanism that will cause them to burst open and reveal a black pit of immeasurable force that will pull targets from a 15 foot radius into the center and immobilizes them. This requires him to use a special clip modification to allow for the dual trigger pull of the bullet. The first trigger pull will release the bullet from the chamber towards its target. The second trigger pull will send a signal to the bullet to break open and release its magical content. The force it generates is enough to restrain an S Class mage and give them the feeling that their bones were about to break from the force. Only a mage of considerable power would be able to resist the pull from this bullet at point blank range, but some have been seen stepping out of the out rim of the blast radius. Even so, a 5 foot deep hole is left in the earth from the gravitational pull of the bullet, leaving nothing but sifted dirt.
* Sunlight Shot(サンライトショット Sanraito Shotto): Typically only used as a diversion shot, this compact bullet is packed with the photonic power of a helicopter's searchlight! At 60,000 lumens this bullet with cause photo-bleaching of the opponent's eyes from a stunning twenty seconds, allowing Ryota to easily load a more lethal round, or go in close for a fatal strike. The bullets blast can be seen in a .2 mile radius, with its epicenter being the most blinding.
* Glacier Barrage (氷河弾幕 Hyōga Danmaku): A frigid shot that will cause second degree frostbite upon contact, but can grow to third or fourth degree if left untreated. This bullet is packed with an Ice Magic spell akin to those used by Ice Dragon Slayer to help cause severe damage to a mage. Upon contact the bullet will immediately freeze the area in a two foot diameter taking in more moisture from the atmosphere to continuously grow in size. The mage's skin will freeze and harden, popping up blisters along the way as the affected area continues to grow. If left unhindered, a single bullet could take over an average 5'6" mage within four to five hours, freezing up the entire body and then slowly working its way into the deeper tissues.
* Wide Shot (ワイドショットWaido Shotto): Used particularly with his shotgun, this single bullet will break apart and form a wide range magic circle target that can take out up to 32 enemies with a single shot. These bullets rely on the same magical signature locking system as the homing shot, but do not have the tracing ability. They will only lock on to the magical signature that pops up in the 50 yard width of the guns scope.
* Tornado Shot(トルネードショット Torunēdo Shotto): Using two bullets to accomplish this, these Wind Magic bullets will combine to form a twister that can span up to 100 feet across at its largest point. The wind itself travels at three hundred miles per hour, ripping up the earth as it goes and carrying a large debris and dust cloud with it. Although only a small part of the twister is in contact with the earth, the sheer speed of the vertical wind tunnel has the power to pull objects into its swirl that lay within twenty feet of the funnel. A unique aspect of this spell is its ability to generate water as well; this is because the intense low pressure caused by the high wind speeds and rapid rotation causes water vapor in the air to condense into droplets and conjoin with the twister. This cyclone of wind acts as a high level defensive spell, able to ward off average level spells, as well as projectiles, from entering into the eye of the storm. But this spell can also act as a devastating offensive spell; quickly canceling out almost all Fire Magic due to lack of oxygen and ripping up the earth on its way to sucking in targets into its razor sharp wind tunnel.
* Homing Shot (ホーミングショット Hōmingushotto): Used in combination with a scope on the gun, Ryota is able to launch these nonferrous bullets with the ability to track and hit his target with a range of 5 miles. This bullet will lock onto the first magical signature placed in the view of the scope, following the trace amounts of magical energy left in the air by said person, and only comes to stop when it is met with a dense amount of Ki to dampen the homing system within the bullet. This has it's downfall in the fact that a magically constructed shield with enough energy would be able to stop the bullet, but would come at a cost of energy to the target.
* Baku Feast (バクーの饗宴 Bakū no Kyōen): This bullet is uniquely designed to emit binaural beats during its flight path to help lull a person to sleep. This attack relies on what is known as binaural beats to help slow the target’s brain wave pattern from a normal waking Beta frequency to a slower Alpha frequency, then to a slower Theta frequency (the brainwaves when we are dreaming), and finally to Delta waves (the brainwave frequencies of deep sleep). Scientists have stated that, “Within the sound processing centers of the brain, pulse stimulation provides relevant information to the higher centers of the brain. In the case of a [two different wave forms] the electron pulse rate in one part of a sound-processing center is greater than in another. The differences in electron pulse stimulation within the sound processing centers of the brain are an anomaly. This anomaly (the difference in electron pulse stimulation) comes and goes as the two different frequency waves mesh in and out of phase. As a result of these constantly increasing and decreasing differences in electron pulse stimulation, an amplitude modulated standing wave (the binaural beat) is generated within the sound processing centers of the brain itself. It is this standing wave which acts to entrain brain waves.” Because this frequency is in tune with the natural wave frequency of the brain, a target will not be able to hear the song start, only begin to notice as they are starting to get drowsy and sluggish as their brain begins to adjust to the emitted binaural beats. Its capsule contains a powerful sleep spell that will even make the strongest of mages a bit drowsy if they are hit with this bullet. Hearing this progression of notes causes a mage to feel extremely drowsy and practically fall asleep. The Sleep Magic contained within the bullet will also secure the effectiveness of this shot, even being so powerful that it has taken down the likes of S-Class Mage Erza Scarlet in times past.
* Omnidirectional Expansion (無指向性の拡張 Mu Shikō-sei no Kakuchō): Bringing forth a wide variety of guns in his arsenal, Ryota will maneuver them to surround his target from every angle to form a dome like construction. Due to the arrangement and spread of bullets, this attack will be able to cover every square centimeter in an area of 30 square feet with a fire rate of 100 rounds per second from each gun. This forces the target to construct a defensive block and use up their Ki in the process of enduring this 45 second long barrage. This is more of a formation type maneuver meaning that Ryota is able to combine this with any of his other elemental bullets.
* MBP Reaper (魔障粒子死 Mashōryūshi Shi lit. Magic Barrier Particle Death): Able to harness a strain of Magic Barrier Particles and infuse it into a saline solution, Ryota has been able to make a compressible liquid he has incorporated into special bullets. Adding a stabilizer to this serum to help protect it from the purifying properties of Ashvattha’s continent, this serum allows the bullet to pierce through any magical construct, and should it enter the blood stream of the opponent, it will cause them to experience symptoms of Magic Deficiency Disease within one hour of exposure. This may become visible as follows: the veins around the victim's eyes puffing up, and then the victims violently expectorating blood before, presumably, dying of contraction, all in mere moments. Because of the difficulty in creating such bullets without exposing himself to the toxin, he has only made a few magazines worth of these, making it a typical last resort. He has modified it for his grenade launcher as well, containing the gas within canisters for a spread of about thirty feet of gas. Dragon Slayers, however, because of their special lungs, have a far greater resistance against them than normal in case of inhalation. That aside, the particles also contain very trace amounts of iron along with the poison, which allows Ryota to help control the path and spread of this poison, preventing it from coming into contact with his skin or inhaling. Finally, the toxic particles can enter through the skin over prolonged periods of time, making the grenades rather effective in close spaces.
Metal Magic (金属魔法, Kinzoku Mahou): This is a basic but versatile Caster Magic that allows Ryota to manipulate any metal existing around the area, or simply generate metals with magical energy for offensive and defensive purposes, such as hardening his skin to enhance his defensive and offensive capabilities and creating weapons and armor out of metal. Ryota is not limited to using iron and steel, he is actually capable of manipulating anything made up of metallic ions, excluding blood. Some of the metals commonly created are gold, silver, bronze copper, aluminum, and platinum. It is not limited to solid metals either such as mercury and bromine. Ryota has a natural resistance to heat because of the amount of iron in their bloodstream. He is capable of bringing the iron ions to the surface of their skin. Naturally, metal is more malleable in the hands of a user of metal magic, allowing them to shape and form as if it was clay, which gives it the ability to be shaped into weapons, similar to Metal-Make; However, this magic is not capable of creating living creations. Ryota learned this magic when he was a young boy, taking lessons from his father. He excelled greatly at it, being one of the most skilled Metal and Magnet users in the Kaneko family line. His skill in Metal Magic also has allowed him to perform basic Metal-Make spells, or rather static spells, without having gone through training as a "maker mage, alluding to his mastery of such magic.
* Ashiko (足五寸釘, Ashi Kasui lit. Foot Spikes): The user creates iron spikes along their feet or shoes. Generally used for climbing, walking upon walls or even the ceiling, these spikes can also deliver serious puncture wounds if kicked at an opponent with a frontal strike. These spikes also allow him to maintain traction on uneven surfaces such as broken earth, frozen fields, and slick concrete.
* Screaming Shuriken (手裏剣の叫び, Shuriken no Sakebi): The user creates several shuriken out of any metal they desire. These are small and razor sharp causing massive slashing damage if all hit. They can be created anywhere within a 10 meter radius of Ryota making them an effective omnidirectional attack. The width of the shuriken can vary, the smallest having a 2 inch diameter, but capable of amassing numbers into the five hundreds. His largest shuriken can span the length of two feet from tip to tip, spinning with a deadly rotation that could easily get through to the bone. 
* Shishi: This spell allows Ryota to grow out additional appendages from anywhere on his body. These new limbs are actually metal constructs that are held in place by a magnetic field that Ryota creates. The metallic beams that protrude maneuver as if they were arms that allow Ryota to perform an extensive combination of attacks as well as being able to block attacks from different angles. This spell allows Ryota to be incredibly versatile in battle as he is able to strike, block, grapple, or throw his opponent. Their shape could be similar to that of spears, making it very difficult to get close to him without being impaled by one of these spikes. 
* Needle Bringer(針ブリンガー, Hari Burinjaa): This spell releases a rushing wave of massive mettalic spikes that rip from the earth below and rise to the surface, impaling and tearing anything above it apart. These needles themselves are extremely sharp and immensely destructive stampeding through most defenses and literally ripping the ground up as they surface. When impaled by the sharp points the target is instantly struck with a mass of energy that can cause extreme pain and deep lacerations.
* Metal Clone: A highly advanced technique for that of a mage, this spell allows the caster to construct an almost identical clone of themselves made out of Ki. Akin to the ninja way of Shadow Clone Jutsu, a mage will have to expend a great deal of Ki to give shape to a human body. The clone is able to perform physical techniques and interact with the environment due to it having physical substance, and has an Ki network as an exact replica of Ryota, giving it the ability to perform known spells as well. The clone itself is not of its own free will, but is instead directed by original by fluctuating the Ki output of the clone’s construct. Ryota can even send his consciousness through to the clone to give it the ability to speak, but this leaves the original body open to attack as one’s mind cannot be in two bodies at the same time. This is why Ryota will generally hide his real body and send his consciousness to the clone to help use it to assess his targets abilities before getting injured herself. Typically used in combination for a close range, omni directional attack, a clone’s maneuverability and power can be highly advanced depending on the skill of the caster. But this is all dependent on the control of the caster and how well they can keep the clone in their line of vision, because without seeing the environment the clone is inhabiting, their movements would see inorganic and tip off their opponent to the likes of a clone. This technique can be used for more than one clone, however, it will evenly distributes the caster’s magic between each clone, which comes at a cost of weakening the overall effectiveness of the clone and expend a great deal of energy. If the clone is seriously injured, it will revert to its natural metallic-state. Ryota has used this as a trap himself, as he will use the clone to latch on to his target and then stab himself in the chest to cause the clone to revert and coat his enemy in liquid metal that he can manipulate at a whim with his real body. Another great benefit of this is that a small portion of Ki from the clone is returned to the caster’s body, in which their brain will process the information gathered by the clone. This can help a great deal with intel and even with training on a new technique. As the time to master a technique can be halved if using a clone.
* Metallic Bolt (金属製のボルト, Kinzoku-sei no Boruto): Ryota concentrates magical energy into his palms. When he thrusts his palms forward, the magical energy shoots out in the form of high-speed arrows and launches several rays of Iridosmium arrows towards the opponent. Should the opponent be able to dodge the initial attack, through the use of Ferrokinesis, the arrows are able to keep chasing their target an can even blast through obstacles such as steel and rock with ease. Should a mage attack one of the metalic rays, Ryota is able to make the arrow burst out into multiple smaller arrows before impact, thus allowing for the attack to almost always hit their mark. Each arrow causes massive damage, even when they split. Because of it's composition, should it come into contact with the skin, the metal ions will have adverse effects on the molecular structure of the cells. Iridosmium ions function as non competitive inhibitors on telomerase enzymes active site within the eukaryotic cell body. This prevents the telomerase from elongating telomeres, or repeating sequence of bases on a chromatid, and thus resulting in an ever shortening strand of DNA during replication. After a few cycles of replication the cells will not be able to replicate, resulting in the premature aging, and eventual dying out of a localized area of cells that were exposed to the metallic ion. Should the ions be able to enter the blood stream, this can have devastating effects on the body's organs and systems. This makes the attack one of the most inhumane moves in Ryota's arsenal, as it causes a slow and painful death should it even graze the skin.
* Ferrum Eques (ぺいらむ えくえす Pe-ramu Ekuesu) is a Caster-type magic that allows the user to morph their skin to be more durable then steel. With said magic, the threat of sword mages is negated save for the elite level ones. Ryota's skin takes a metal-like appearance in the process. Essentially, it is like a skin tight suit of magically enhanced armor. The overall hardness depends on both the user's skill level and raw magical power, and so with Ryota's abilities and control over Metal Magic, he is able to make an armor that can withstand a great deal of force. Also, Ryotai can morph whatever part of their body that they desire, either just their arm or their whole body, to be covered with this metal. Of course, this defense is not absolute. If hit by powerful enough magic, a skilled enough sword mage, or great enough brute strength, it can crack and the user will feel pain like any other person.
* Ferrokinesis (鉄動, Tetsudō; lit. "Motion of Iron") also known as Ferrous Control is a special, psionic form of Caster Magic that is an offshoot of Telekinesis. It allows users to telekinetically control metals such as iron, steel, Lithesium, copper and even titanium with relative ease; As this magic requires mental focus as it's primary source, there is a nominal tax on a user's magical energy Advanced users such as Seraph Kinmichi can even control metals at a molecular level without stressing themselves.This magic allows users to repair metals, create alloys by combining two metals and increase the hardness of a particular metal by lining it with Ki rich iron. Users are capable of creating metal-dust by using the telekinetic force to crush iron and then manipulate this "metal-dust" and use it in various ways. Users are capable of telepathically controlling metal including metal prosthetics and robots, which makes this magic particularly useful against Machias. They are also capable of sensing the presence of metal in the air as well as in an animal's body. It is an incredibly skillful technique which allows them to see anyone in their surrounding area that is sometimes referred to as their sixth sense. Users can also sense the presence of excess iron in blood and forcibly extract that iron; causing ruptures in blood cells, possibly leading to the death of the victim. Since the metal has been finely grained, it can also be used to control people (their motor skills) by causing these metallic dust to enter their bodies through their pores and then telekinetically controlling them. Users can also sense the presence of excess iron in blood and forcibly extract that iron; causing ruptures in blood cells, possibly leading to the death of the victim.
* Caliburn's Test (カリバーンのテスト, Karibān no tesuto): This spell is a favorite when trying to test the abilities of his opponent. With a wave of his hand a field of swords, about 15 feet in radius, erupt from the earth with their blade held firmly in the soil. Named after the fabled stories of Excalibur, should a mage possess the required strength and character, they will be able to unearth a blade and use it in combat. However, this is only a trick to lure their opponent into dropping their guard and approaching a sword so Caliburn's Revenge could be used. Even if a mage remains on guard, the user is still able to take advantage of the multiple blades at their disposal and easily perform a variety of bladed attacks.
** Caliburn's Revenge (カリバーンの復讐, Karibān no Fukusū): Once the field of swords is in play, the user will use Ferrokinesis to lift all the blades out of the earth to surround the target. Sending multiple waves of these lethal blades, a mage is overwhelmed and rendered a pincushion. That of armor and barriers, although potentially strong enough to stop the first wave, are typically rendered useless after the second or third wave; and they almost never make it though all 6 waves of blades. This spell is most effective when a target has "passed" Caliburn's Test, and have gotten themselves close to a blade, or are attempting to unearth it. Wkth such close proximity, the user of this spell can easily unearth the blade and direct it through the heart of their victim. They can then complete the spell and send off the wave of blades just to make sure their target is incapacitated.
* Metal Wall (鋼壁 Hagane Kabe): This wall greatest line of defense that Ryota can create aside from his steel body. Being able to change the density of the earth he is using, he can make this wall very sturdy and hard to destroy; thus making it very useful for defense against the ultimate attacks. It's density can be up to 10 feet in thickness and span a distance of up to 1 mile. It takes Ryota around .78 seconds to erect a front face shield capable of stopping a B rank mage strongest attack, or even that of S Class mage's aura cloaked hit. Should Ryota take a greater time to double, or eve triple the thickness of his wall he can block almost any attack. Although this comes at a price. Creating a wall of such defensive abilities takes around 10 seconds, and it can only face one direction. This leaves it open to high speed attacks, or omnidirectional attacks. It is this reason that Ryota typical sticks to a single hover shield that spans 120 degrees, making it easy to shift around and block direct attacks.
*Metallic Tears (メタリック涙, Metarikku Namida): This two part attack can be highly useful in both offense and defense, and relies heavily on Ryota’s ferrokinesis. The first part in this attack comes with the creation of a rather large mass of metal that its ripped out of the area in front of him, pulling up the trace metals in the earth and leaving a crater that spans 65.45 cubic feet in volume; making the sphere five feet in diameter. Filling in the gaps in the sphere with more dense metal of his own Ki creation, the sphere becomes extremely dense and able to act as both a defensive tool, as well as offensive. This mass can easily withstand a barrage from that of a dragon slayer’s roar with only slight indentation to its mass; it can also easily be used as a blockade for projectiles coming in from a frontal assault. With that aside, Ryota will then perform the steps needed to turn the mass of rock into a form from where the spell derives its name. Ryota will clap his hands together to initiate the quick expansion of the Ki that he put into the molecular gaps within the sphere, causing the mass to break apart into what looks like a floating mass of ball bearings dispersed in between a cloud of metallic dust. These thousand or so pebbles are both jagged and sharp, making them highly destructive when they come towards a target at speeds reaching up to 45 miles per hour. These tiny bullet-like constructs are not nearly as fearsome as the dust cloud they are suspended in however. Before sending the wave of earth particulates towards his opponent, Sloane can spread out the metallic dust to make it appear almost invisible to the average human eye. This way he can move the dust around to reform into a thicker mass in the blind spot of his opponent for a deadly surprise attack. Spreading out the dust will also increase the chances of his opponent inhaling the particulates, allowing him to damage their lungs greatly by moving the matter back up through the windpipe to help them lose their will to fight. Over all this attack functions as both a barrage of tiny spearheads, as well as a powerful metallic sand blaster that can cause severe lacerations and damage to Ryota’s target.
*Aianmeiden (アイアンメイデン Aianmeiden): Taking notes from one of these classic Earth Magic spells, this is one of the most grand scale of Ryota’s attacks, as some would classify this more as a terrain change spell. This is due to the fact that Ryota will construct a three foot thick metallic dome around him and his opponent, the dome having a maximum diameter of thirty feet, with a fifteen foot maximum height. This dome seemingly blocks out all light aside from the minute holes made near the top of the dome to allow air to still flow in, though at a reduced rate. This makes the dome quite a hindrance for most opponents; as the lack of light forces them to rely on other senses, where as Ryota can use his keen senses and not the change in pressure on the metallic floor to easily tell where his opponent is and how to attack him. The flow of oxygen within the dome is also reduced to such a rate, that those who have not trained in such conditions will feel as if they are slowing starting to suffocate, and has been described as the feeling of trying to run while breathing from a straw. Ryota, having conditioned himself to function in such an environment will take advantage of this and use his skills to subdue his opponent quickly. The technique that actually gives this spell its name is from Ryota’s ability to manipulate the construct of the dome to bring down spikes from the ceiling to impale his target. These spikes actually get their form from the walls of the dome, making each spike lower the ceiling of the enclosed space, making it that much more difficult to breath with each spike that comes down.
* Chains of Retribution (報復の連鎖, Hōfuku no Rensa): Similar to that of a Chain Magic spell, Ryota is able to use his proficiency in Metal Magic to create bindings to detain some of the strongest of mages. The chains themselves are made of an Adamantine-Kinesium compound infused with an extremely powerful Metal Magic whose Ki has been integrated to provide the chains with added support. These chains are highly heat resistant, able to stand up to temperatures of six thousand Kelvin without losing their form. This construct provides both the strength to restrain those who have been trapped by the chains, while also absorbing the energy put forth by the effort to break said chains. It is by this fact alone that some have deemed these chains unbreakable, even though a mage of resounding physical strength, could potentially break them in one fluid motion dependent on the number of chains used to restrain them. Ryota will usually construct five different chains whose length in changeable with the amount of magic he puts forth. These five chains are controlled through his ferrokinesis and allow him to make these chains appear as if they're floating like snakes waiting to strike. Ryota will send these durable chains to wrap around his opponent with an extreme amount of speed, constricting on them until they are no longer able to move.
* Ferrous Grid (非鉄グリッド, Hitetsu Guriddo): This grid can expand to cover an area of 35 square feet, with each individual square making up 6 square inches. This is one of the more Ki expending spells as the individual squares are sealed with pure Ki to solidify the construct of this grid. Meaning that Ryota, at maximum capacity, can only give form to this spell for around 30 minutes. The amount of time greatly decreases as the battle progresses, making it only capable of defending off a short burst attack, rather than a steady stream of attacks. The moment that an offending attack comes into contact with the grid it acts like an elastic net and bounces the foe's power back at them at such a speed that it seems that the user had cast it themselves. This is due to the high resonant frequency of the Ki, causing it to vibrate at such speeds that the interaction of the energy clouds emitted by the Ki particles will keep them held together, but still allow them to stretch and recoil back into their original form. It is able to affect physical as well as projectile attacks of both magic or non-magic origin, so much as they are within the scope of this spell and an adequate amount of Ki was put into the spell to reinforce it. It is the utmost highest in defensive spell in the proper hands, but should the magical energy of the opponent overwhelm the caster, the grid will merely shatter, but can slow down the attack enough for the caster to get out of the way. This can act as either an offensive trap, or a defensive wall, making it a very versatile attack.
* Quicksilver Wave (水銀波, Suigin Nami): Ryota raises his arm forward and outstretched while using his free hand to grip the firing arm for extra support. Concentrating a large amount of metal in his palm, Ryota manages produce a large amount of the metal Mercury. This is a silvery-white, poisonous metallic element, and a good conductor of electricity. Because mercury is the only metal that is liquid at standard conditions for temperature and pressure, it functions perfectly as the 660,000 gallon wave that comes forth from the magic circle. Mercury does not react with most acids, but it dissolves many other metals such as gold and silver. The power of this attack doesn't come from physical contact however, it comes from inhaling the fumes from getting too close. Acute exposure to high levels of elemental mercury vapor may cause inflammation of the lungs, difficulty breathing, chest pain,fluid accumulation in the lungs, respiratory failure, and death. Acute toxicity may also cause kidney damage and kidney failure. Just small exposure to this attack can give a mage a headache, weakness, and visual disturbances; making it rather lethal should a mage get breath in the fumes of the quicksilver.
* Mercury Prison (水銀刑務所, Suigin Keimusho): A rather versatile entrapment spell, this can come as the form of an actual cage like structure, or as numerous chains that circle around its target. What starts as streams of liquid metal that move at an incredible speed, they circle around to ensnare mages who dare to outrun them. Once caught up to their target, Ryota will manipulate the metal to create a circular structure to entrap her target in a thick dome of solid metal. This metal will can continuously morph and multiply to create a rather thick barrier, and because they are infused with magic, their ability to break is not so easily accomplished without the aid of magic from the entrapped mage. The cage itself can be up to three feet thick, regardless of the size of the initial construct, but once it is made it cannot change size. This is why, depending on the situation, Ryota will form the metal into chains that wrap around his target, giving the ability to create slack in the chains to adjust the a mage who may be able to change size.
* Toxic Drill (毒性ドリル, Dokusei Doriru): Bringing forth a large amount of liquid mercury Ryota has the capability of forming it into a series of five drill-shaped constructs. The destructive force and the power of the simple technique is multiplied several times over due to the intesive rotation of the metal and the internal Ki present in the liquid. This technique is incredibly potent as it is able to pierce through most defenses based on its design alone, although it builds in power with the more speed and distance it travels. Right before the point of impact Ryota is able to alter the construct of the metal on the tip to that of a crystaline structure to allow it to have the durability to pierce through. Once the attack has gone through its target, the liquid nature of this poison allows it to completely swarm and drown its opponent. Even if it only manages to hit the surface of the skin, the mercury is able to seep into the bloodstream and give Ryota the ability to use it as he pleases to pierce through the body of his opponent from the inside out.
Wire Magic (線の魔法 Waiyāmajikku) is a unique form of magic that relies on the manipulation of wires and threads. It has been classified as a Caster Magic, due to a mages ability to manipulate preexisting wires or construct threads from their own Ki to cast at the target. Users can wield a wire or thread with great proficiency in range, accuracy and speed allowing them to perform a variety of offensive feats. The wires are shown to possess absurd cutting power due to their unique construct and vibrational pattern. Besides restraining enemies and even controlling other people's bodies against their will, they can be highly versatile in attacking. Wires can be used to slice through opponent's flesh and bone, or even cut through boulders and buildings with ease. This can also include actions such as wrapping objects and pulling them closer, binding and snatching an opponents weapon, or swinging from place to place. The wire provides for more conventional usage as well, including forming mesh shields to block bullets or attacks, or creating a support to walk across large ravines. In addition, users are able to use the wires to stitch any wounds that they might have sustained as well as those of their allies. The maximum length a user is able to extend their wires is that of 125 feet for a single strand, but for combat a mage will typically be able to cover a square radius of 45 feet with a multitude of wires. The sharpness of these wires depends on the compression of the mages Ki, for when done properly, a wire is easily capable of slicing through flesh and bone as if they were warm butter. The wires manage to have an amazing tensile strength, capable of supporting five grown mages on a single strand thick floor, and even supporting a boulder with the weight of 3,600 pounds.
*Bungee Lattice (バンジー格子 Banjī Netto): This is a unique construct of eternano wire that is made in a spring like construct, making the wires always return to the originally constructed form. It can be used to pull opponents within punching range for a flurry of rebound pummels or used as a way to catch an attack and send it back towards the enemy. The Bungee Wire can both stretch and contract, depending on what the user wants, allowing them to hold captured attacks for a moment before allowing the wire to return to its original form.
*Solo Rampart (ソロ城壁 Soro Jōheki): Using a variety of wires available, a mage will construct a personal shield doing a five point diamond stitch weave with their wires. This shield is able to stop a steel blade in its tracks with ease, and with its unique construct it is fairly flexible and able to give way to a brutal attack. This flexibility in the shield will keep it from fracturing, and by pulling the strings that make up their shield will allow the shield to return back to its flat state and can send the offending attack back towards it's user. This is very similar to the larger scale attack Arachnid Bulwark (クモの防波堤 Kumo no Bōhatei), but does not include the Ki barrier between each thread. It is purely a wire mesh that can be used to deflect attacks and can only extend up to 15 feet, due to the massive amount of wires that must be used to weave such a dense shield.
*Marionette Crucifixion (マリオネットはりつけ Marionetto Haritsuke): A precursor move to obtaining control over the mage's body, although is not always necessary. Through a web of wires, the user will contract and manipulate those wires that are able to cross the path of the wrists or ankles of the intended target. Due to the sheer density of the constructed web, only a skilled user of minuscule size would be able to slip through the passages between each wire. Even those who think to shift into an elemental form would be rendered imobolize due to the fact that they would be passing through the pure Ki of the user, integrating it with thier own, which will achieve the desired effect of this spell. Once caught the user will manipulate the wires to wrap around the limb and pull it to extend the body into a crucifixion like pose. It is from this state that they will do one of two things. The user can either use a wire to decapitate them cleanly, or will do the more preferred method when there is more enemies to battle. By using a finely compressed wire the user will impale them into the spine, joints, and major pressure points within the target to connect their Ki with that of the targets, effective "hijacking" the users magical system. Due to the keenly placed threads, a feat that requires high medical knowledge, the user is also able to control the synaptic impulses within the mage, making them move however they see fit. While just barely visible, the strings used with this technique are so strong that they can completely and instantly disable the strongest of mages, turning them into a mindless puppet for the user to control. This does require the user to have a magical power stronger than that of their opponents, or else the target's Ki will reject the threads and cause them to be expelled.
*Chordae Tachycardia (腱索頻拍 Ken Saku Hinpaku): A multifunctional spell that can cause severe damage for any Mage who dare gets close. This spell functions through the manipulation of a dozen wires that are flayed at high speed in a 360 degree rotation around the user. Altering the path of each wire in an unpredictable pattern at such a high speed allows it to act as a defensive maneuver against physical attacks, as a mages weapon or limb would easily get hit by a wire of they attempted to penetrate the spell. This spell also acts as an offensive attack, as the speed at which the wires move release intense waves of air in an omnidirectional pattern, able to stand up against that of an average level Wind Mage attack. The user can also take advantage of the speed of their wires and are easily able to cut through shields and defenses with a high vibration beam of Ki.
*Arachnid Bulwark (クモの防波堤 Kumo no Bōhatei): This grid can expand to cover an area of 35 square feet, with each individual square making up 6 square inches. This is one of the more Ki expensing spells as the individual squares are sealed with pure Ki to solidify the construct of this grid. Meaning that the user, at maximum capacity, can only give form to this spell for around 30 minutes. The amount of time greatly decreases as the battle progresses, making it only capable of defending off a short burst attack, rather than a steady stream of attacks. The moment that an offending attack comes into contact with the grid it acts like an elastic net and bounces the foe's power back at them at such a speed that it seems that the user had cast it themselves. This is due to the high resonant frequency of the Ki, causing it to vibrate at such speeds that the interaction of the energy clouds emitted by the Ki particles will keep them held together, but still allow them to stretch and recoil back into their original form. It is able to affect physical as well as projectile attacks of both magic or non-magic origin, so much as they are within the scope of this spell and an adequate amount of Ki was put into the spell to reinforce it. It is the utmost highest in defensive spell in the proper hands, but should the magical energy of the opponent overwhelm the caster, the grid will merely shatter, but can slow down the attack enough for the caster to get out of the way. This can act as either an offensive trap, or a defensive wall, making it a very versatile attack.
*Peregrine Flight (ハヤブサの飛行 Hayabusa no Hikō): Using a single filament the user will manipulate it into the form of a large falcon that stands about two feet tall and able to fly up to speeds of 242 mile per hour to chase down it's prey. This spells acts similarly to a dynamic elemental-make spell in the fact that it seems to operate on a consciousness of its own. This makes it able to track down its prey by following the Ki output of it's target with no definite range of pursuit, and is able to maneuver around obstacles in it's path. Once it has found it's target, one of two things will happen based on the user's intended purpose. The falcon will either latch its claws into the target and unravel to entrap the target in a tight bind of seemingly unbreakable thread. The second option is the falcon will come soaring in with wings outstretched, using its sharp wires to slash through the enemy as it makes a total of five passes before running out of stamina and Ki to maintain the sharpness of its wings for attack.
*Rising Trammel (上昇トランメル Jōshō Toranmeru): A deceiving attack that works on any terrain to help restrain and lacerate a target. This utilizes a multitude of wires, although to the eyes of the target there is only four visible. The user will connect wires to each of their finger tips, using both index and middle finger in a whip like motion to send the wires shooting towards their target; tearing up the earth on its sine wave pattern towards the enemy. This serves as a distraction however, to allow the user to send six other wires underground and travel at a much faster rate to get behind the enemy. Their construct will not fully solidify until reappearance, allowing them to mix in with the Ki of the earth for easier travel and lessen the change of detection. These underground wires will later on reappear after The target has been pushed back into its awaiting trap. The wires will snake up the user and bind their limbs tightly together towards their core in a matter of seconds, constricting tighter with each move. The wires above ground, although initially serving as a trick to push the target back to the awaiting trap, also serve their purpose by acting as a fierce whip that can severely lacerate the human body, easily cutting through an inch of tissue with a direct strike. Once caught by the wires, the whips can either deal a direct attack, or furth reinforce the bind to allow the user to perform Final Shackle (最終シャックル Saishū Shakkuru).
*Final Shackle (最終シャックル Saishū Shakkuru): The secondary motion created through Rising Trammel (上昇トランメル Jōshō Toranmeru) and its bind around an opponent. When initially entrapped by the wires, the user has them specifically crossed and tied so that, even if a target is able to gain an inch or two of space, the threads will restrict completely with the movement of the users fingers. To perform this spell is relatively simple, as the user will bring their left hand up towards their chest to tighten the wires around the targets body; while the right arm is partially outstretched with palm face up to maneuver the wires into its desired orientation to trigger the construction. With a bend of the user's right index finger toward their palm the wire configuration will be tightened into a complete ball, effectively ripping through any force that stands in the way of its kinetic endeavor. It has been shown to easily slice through the bones and tendons of any Mage, even carving its way through dense rock or metal to achieve its end goal. Once performed, all that is left in its wake is a heap of dismembered limbs and organs; acting as an end all for those in its hands. The original creator of this spell decided on its name as his goal was "to free the criminal plagued by the crimes of humanities wrath from his shackles. Ending his sentence and freeing his soul."
*Cervical Guillotine (子宮頸ギロチン Shikyūkei Girochin): Of of the most lethal attacks in a Wire Mage's arsenal, and as such it requires a high degree of skill and flexibility to execute. When a user gets withing range they must be able to send of threads from each of their finger to circle the target. This has been done before by expanding the reach of Chordae Tachycardia (腱索頻拍 Ken Saku Hinpaku) so that a target's body will be trapped within a web of wires. Once the threads have found their way around the target, the user must send them back to reattach to the fingers and create a definitive loop with each of the ten threads. Detection of this set up is usually avoided by creating a mass of wires to confuse the target, as well as giving the wires of the fingers a lot of slack to ensure that no potential trace of the wire could be given away. Once the complete loop has been formed a mage need only rotate their body to make all the wires tighten around the targets neck, applying lethal amounts of pressure and rotational force. The sharpness of these wires allow them to easily cut through the spinal chord located on the back of the neck, killing their target instantly; and with the rotational force caused by the spin of the user's body, the head will typically spin around and become fully detached. Even if a mage were to somehow withstand the cut towards their spine, the wires will have sliced through the flesh protecting the carotid artery and cause the enemy to bleed out quickly.
*Radial Chaplet (ラジアルケレン Rajiarukeren): This attack follows the same basic principles as Cervical Guillotine (子宮頸ギロチン Shikyūkei Girochin), but is far easier to execute, and will work on a variety of appendages. This follows the same defensive grid pattern, allowing the user to use this in combination with a handful of other spells, but this does not function to protect them. When an enemy attempts to go through the grid the user will pull back the strings of the grid, causing them to tighten around the target's given limb. Because the amount of bone needed to go through, the simple retraction of the wires will only damage the flesh of the ensnared target. In order to fully separate the trapped appendage the user needs to deliver a greater amount of force to allow the wires to slice through the hardened calcium; a feat that can be done by simply jumping back while keeping the wires tight, a move that sends enough torque through the wires to allow them to cut through the entire limb. It has been noted that this effect isn't always successful. Elite mages have been able to escape the complete amputation by using an incredible amount of strength to snap the wires, or using spells that harden their skin beyond that of normal bone, earth, or metals; such as the case of Bone-Make Magic or certain alloys of Metal Magic.
*Filament Sutures (フィラメント縫合糸 Firamento Hōgō-Ito): A rather simple spell to perform in the right hands, but for those who lack the medical knowledge of their intended targets anatomy and physiology it would be rather difficult. This is typically only used for medical situations, but has been see to use as a more permanent binding method by suturing a targets limbs, lips, or eyelids together to make escape rather difficult. But medical recovery is where this spell shines. By constructing a thread out of Ki a mage will use this thread to perform a variety of suture techniques including: continuous and interrupted suturing, with stitches like the locking suture, nonlocking suture, subcuticular suture, simple interrupted suture, horizontal mattress suture, and vertical mattress suture. This will ensure the proper stitch for a variety of wounds to ensure hemostasis. The thread itself has a unique property however. Due to its magical properties, this suture technique has the ability to full connect back blood vessels, neuro tissue, as well as epidermal and muscular tissue. The thread itself contains Ki particles that can mimic the versatility of stem cells, constructing into the desire composition to aid in healing. This means that a mage is capable of reattaching severed limbs to a patient and they will gain full functionality immediately. This treatment allows the mages body time to recover on it's own without loosing the motor function needed for battle. This process does leave a scar, as well as cannot get rid of any bruising sustained in the attack, and so it is not by any means a cure all. It has also been describe as rather painful when neurons are being reconnected.
Magnet Magic (磁石魔法 Jishaku Mahō) is a Caster Type Magic. It utilizes the forces of magnetism and magnetic fields. Users of this magic can control magnetism in all its forms, both natural (planetary, stellar, magnetic materials/ferromagnetism, etc.). Skilled users can even magnetize non-magnetic objects, organic (magnetism generated by electric currents of living beings.) or artificial (everything creating/using electricity). The user can affect matter that is magnetic, such as iron, nickel, cobalt and their alloys, as well as a few rare earth metals and minerals like lodestone.
* Repel (はじく, Hajiku): At its most basic, this spell allows the user to create magnetic fields that repels metallic objects away from the user. While this is one of the most basic spells of this magic, it is a highly versatile spell allowing the user to repel weapons, armor, magic, or objects made from magnetic materials. This spell allows the user to even repel spells with the strength of an Iron Dragon Slayer and, in theory, could be used to kill any opponent just by bouncing their spells back at them should it be of the projectile nature. Advanced users in some cases can repel the iron inside another person’s blood. Skilled users can control in which direction the matter would be repelled. While is spell is mainly for defensive purposes, It can be used offensively, by having the user repel anything made up of magnetic matter near the user's casting range towards their opponent.
* Attract (ゆうち, Yuuchi): At its most basic, this spell allows the user to create magnetic fields that attracts metallic objects towards a destined point that the user chooses; although typically it is used to bring the item to them. While this is one of the most basic spells of this magic, it is a highly versatile spell allowing the user to attract weapons, armor, magic, and objects made from magnetic materials to use as their own or as a defensive maneuver.
* Levitate (空中浮遊, Fujō): This is a method by which Ryota suspends himself with no support other than magnetic fields. Magnetic force is used to counteract the effects of the gravitational acceleration and any other accelerations. He was able to overcome the two primary issues involved in magnetic levitation and is able to provide an upward force sufficient to counteract gravity, as well as stability in the air, allowing him to float with ease.
== Physical Abilities ==
Magical Prowess: Ryota has large amount of magic power at his disposal; some who say it is akin to that of a Wizard Saint. He can use very destructive and powerful spells, but feel little to no fatigue. When exerting his magical aura, he can damage the earth around him, and even stop weaker spells simply by giving off magic energy greater than the attack. His magical aura is a silver color, and while Ryota usually keeps his magic under control, when sufficiently angered, he can release it to its full extent. Ryota's magical power is unlike anything ever felt before. The presence it exudes is completely in tune with his maniacal persona; as the magical pressure itself has a feeling equal to that of Ryota's emotions. When released his magic aura can take on the appearance of a demonic figure, striking fear into those who have the misfortune of being on the receiving end of his attacks.
* Magical Aura: A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user'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 Eternano particles exceeds the limits of what it contains, or is purposefully released by the user. 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. Ryota, being that of an elite soldier and member of the Nine Elements, he is able to fend off fairly simple spells and weapon strikes, although he rarely resorts to this as it takes away his fun of the fight.
** Second Origin Activation (二番原解放, Nibangen Kaihō): Second Origin is a force known as the "second container" of magical energy in an individual. This container exists due to the mage in question constantly, and passively, absorbing a quantity of magic from the environment to renew their original reserves. Any excess is placed within this container and kept sealed until absolutely necessary, or unlocked through a Second Origin Release spell. This Second Origin, when initially activated, places an enormous level of stress on the body unless it is awoken in gradual amounts, as the body isn't accustomed to handling so much magical energy in the body at one time. This can be circumvented by mages with control of their magic, however, allowing them to restore the magical power as a reserve that can be accessed whenever required, therefore providing an extremely useful back-up. Second Origin Activation can only be taken place, as said before, by mages who have control over their own magical energy. It generally only works when one is in a magic-rich environment and has nearly exhausted their initial supplies. By absorbing a copious quantity of magic from the surrounding environment passively (which can be noticed through a tingling sensation in the body), the user's internal reserves can be released at the same time. This, in turn, allows for an immense quantity of magic to replace the initial, depleting reserves. Notably, one can allow the Second Origin to passively increase the quantity of magic that is within it, so long as it isn't used during this period of time, otherwise it has to accumulate magic once again. The overall effects of activating the Second Origin are quite evident: an enormous boost in magical energy, empowered spells, ability to enhance physical strikes with magical reinforcements, temporarily breaking the "laws" of magic with specific equipment, and the rest. Notably, Second Origin is thought to be powerful enough to make a S-Class Candidate become as strong as a fully fledged S-Class Mage, while making an experienced S-Class Mage even stronger. Though it should be noted that most S-Class Mages are nearing this level of magical power in any case.
** Eternano Manipulation: From a young age Ryota had been somewhat of a protegee when it came to drawing in ambient eternano from the atmosphere; even able to do it kinetically, rather than through traditional means of meditation. He has the additional capabilities of absorbing eternano into his magical origin, as well as manipulating the eternano 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 eternano 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 the user may experience effects such as increased blood pressure allowing the user to react faster and become faster in general. As vasoconstriction occurs, the user may feel a bit stiffer afterwards using this.
**** Aldo Mena: Unleashed- The manipulation of norepinephrine can be used to treat oneself and give the user on final push if the user is extremely wounded or fatigued. Once the user 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 bodies 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 the user wishes to grant instant pain relief. This can be done as a localized spell, or a generalized spell. The user 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, the user 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.
Grandmaster Hand-to-Hand Combat: Coupled with his natural agility and acrobatic prowess, his current fighting style is reminiscent of a blend between Aikido, Capoiera, and Kenpo Karate, mixed with brawler techniques and the usage of elbows and knees. 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. Although his strength may be lacking, his lethality comes from these skilled evasive maneuvers and accurate strikes to vital areas. Due to Ryota's training for CLAS-16, he has proficient understanding of various martial arts, 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.
* Capoiera: 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.
* Kenpo Karate: This is a martial art characterized by the use of quick hand strikes in rapid succession. The multitude of fast strikes has a dual purpose, perhaps overwhelming an opponent, while attempting to ensure that at least some strikes effectively hit their target, akin to a striking combination.
* 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 the users 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 opponents 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 opponents thighs with their free hand. Using the opponents 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 opponents 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 opponents 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 the user 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 an 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, the user 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 joint's of the target's striking limb and causing it to lose it's consecutive momentum. Afterwards, fighter had to stiff his body to it's 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.
Resounding Strength: Perhaps his most astonishing physical attribute, Ryota possesses a truly monstrous level of strength, to such a degree that it was previously deemed unimaginable for a single person to have such an amount, even through magic enhancement. Ryota possesses a greater number of slow-twitch and fast-twitch muscle fibers; maximizing his strength to the utmost abilities.. Slow-twitch fiber specialize in long-duration, low-intensity movement, such as walking, standing or lifting loads below 70 percent of your maximal ability. They fatigue slowly and dominate muscle composition in the human body. Because slow fibers contribute to all muscular contractions, they are easier to target with exercise; something that Ryota has continued to focus on due to the intensive training program issued to him during his time in the service. White muscle fibers create high-intensity actions lasting fewer than 30 seconds, such as jumping and lifting loads greater than 70 percent of one's maximal ability. This gives Ryota extreme explosive power in his hits and agile endeavors. At the lower end of the spectrum, Ryota can easily lift full grown adults with a single hand and with no effort. In fact, with his enormous strength, all of his physical attacks can be deal extreme damage, easily capable of shattering bones even with a glancing blow. Even solid matter is no match for a man of his power. He can easily rip apart logs with his bare hands, heft massive amounts of weight over his shoulders, punch through soft metals, and even tear through concrete. His punches and kicks can be delivered with much force that he releases shockwaves with every action, either knocking back his opponents or destroying the area.
Immense Durability: Due to his affinity towards Metal Magic, and his resounding power, his magic saturates his muscles with so much Ki that it makes his body much denser and tougher, equivalent to that of the most resilient of metals. This allows him to withstand attacks, even against powerful spells, while showing no visible signs of damage. It is unknown to what extent his resistance to physical punishment is, as he has yet to face any challenge that could measure up to his body's innate durability, or even scratch his Ferrum Eques.
Master Marksman: Ryota is an exceptional marksman, which he has proven from time to time again with his skills in Requip and Guns Magic. Ryota has shown that he can fire in a multitude of positions, regardless of environmental influences or interference; always hitting his marks with ease, and almost never misses. In fact his skills in shooting are so great, that his opponents are more fearful of being further away, knowing that Ryota is able to shoot them from impossible lengths, just by sensing their magical energies.
* Firearms Expert: It was briefly mentioned that Ryota can reverse engineer, repair and modify virtually all revolvers and handguns in existence; even creating that of his own. He also proved himself to be adept with various guns, ranging from sniper riffles to automatic shotguns and even miniguns. Ryota shows the ability to top the marksmanship scores of the finest human athlete without even using magic, although his record comes second to that of another man who valiantly served his country as well. During his days as a CLAS-16 soldier, he was famous in the barracks for taking a shot that was 870 yards away; while it was raining, and the target was on move. His favorite trick was shooting the tip of a cigarette of a comrade from across the compound.
Master Swordsman: Through the use of blades is where Ryota shines, and how he uses his Metal Magic in his younger years before he took an interest in created weapons. Through years of training, and countless bodies for practice during the time in the war, the speed and precision of his strikes are able to inflict a lethal blow on his opponent without hitting a single bone. His power with a sword is also able to produce shockwaves from his strikes to intercept enemy attacks. The tremendous cutting power of Ryota's sword strikes are capable of effortlessly slicing through defenses while pushing them to their absolute limits. His defenses when blocking seems unmatched, and his offense is capable of tremendous precision. Utilizing evasion techniques, with effortless counterattacks, Ryota tends to use his speed to overwhelm the opponent and create an opening for himself.
* Iaijutsu: One of the principle sword techniques any mage has at their disposal, this technique is by far her 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. 
* 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
Master Assassin: One of Ryota's most distinguishing characteristics 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. 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. His ReconOptic Scanner also aids him in tracking a target, as it can lock on and store a mages magical signature at follow it's path through the air.
Superior Acrobatics and Agility: Ryota can perform any complicated sequence of gymnastic stunts with ease. Ryota 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. He has the combined agility and acrobatic prowess of the most skilled acrobats and easily incorporates this into his fighting style. He has impressive personal strength and phenomenal equilibrium, making him one of the most lethal assassins; as accomplishing feats such as scaling a wall, evading trip wires, and leaping from roof support beams is easily accomplished with little to no discomfort.
Immense Speed and Reflexes: Ryota's speed and reflexes gives him the upper-hand in combat, easily dodging surprise attacks from behind, and disappearing like a flash of light, only to reappear for a deadly attack. Honed from experience fighting different enemies, this Elite mage hosts pre-determined actions to undertake when certain movements are being used against him; making it almost impossible to hit him with traditional style fighting moves. Although, Ryota is able to apply this accelerated understanding of his opponent's movements even to fighting styles he has not seen before, adjusting his patterns accordingly. Having trained his body in conditions such as high altitude and long distance, Ryota's muscle operate at peak performance, giving him the stamina to run at speeds up to 28 MPH without the aide of Ki. When in battle though, he is able to manipulate the Ki in his body to give him burst of speed, up to 51 MPH at take off, making it extraordinarily difficult to hit him with longer range attacks.
High Pain Tolerance and Heightened Sensation: His bloodline show 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 has given him a reaction time of 0.047; a time twice that of the average human.
Incredible Intelligence and Tactics: From his time spent with the CLAS-16 and the Nine Elements, he has an impressive understanding of how many magic abilities work, and how to counter them. He is highly observant and analytical, and judging from how quickly he can analyze an opponent's power and attack patterns, most maneuvers are ultimately useless against in due time. He is capable of performing a calm analysis of battle conditions, even when in danger, and deduce an appropriate course of action after considering all possibilities to successfully execute his target. This skill can also translate into easily pinpointing weaknesses and quickly calculate new battle plans as the fight is taking place. This is in part due to his great instincts and intuition which allows him to quickly become aware of his surroundings and react to incoming danger in time. In addition to his incredible tactical prowess, he is also shown to be a very perceptive; being able to deduce a person’s true motives and intentions by thoroughly observing their individual patterns, personality traits and characteristics. The King of Ashvattha has said that Ryota is the most knowledgeable man in Ashvattha in regards to medicine, history, strategy and tactics. 
Medical Knowledge: Ryota was skillfully trained in the art of Tactical Combat Casualty Care (TCCC), giving him the knowledge to perform preventative treatment under fire, as well as without proper medical equipment. Because 90% of combat deaths occur on the battlefield before the casualty ever reaches a medical treatment facility, Ryota has been sure to study all he can of human anatomy and physiology to better provide for his men on the battlefield. His knowledge of Machinas and mechanics also allow him to perform quick modifications to his soldiers during combat. On record, Ryota has been trained in the following courses: Basic Life Support/Automatic External Defibrillation (AED); pharmaceutical calculations; anatomy; physiology; pathophysiology; medical terminology; basic physical exam techniques; medical documentation; pharmacology; basic airway management; medical patient assessment; advanced airway management; pre-hospital trauma emergencies and care; tactical combat casualty care skills; minor surgical skills; obstetrics/gynecology and pediatric emergencies; cardiac pharmacology; and Advanced Cardiac Life Support (ACLS).
== Equipment ==
Due to Ryota's proficiency with his magic, his spacial magic is able to draw forth additional items from Ryota's own personal collection. This allows him to greatly improve his attributes and accuracy, making him one of the most deadly shot's in all of Firidaus. When used with his highly advanced INDO Technology, Ryota has been able to bring forth the likes of his Machina Militia, or even combat drones, to help assist him in battle as well. Though this reliance on weapons has led some of the public to see him as more of a machine, than a man, considering that through various modifications after incidents during the war, half of Ryota's limbs are bionic.
Exo-GS (エクスオグス, Ekusuogusu), or the Exoskeleton Gait System, is a product designed to increase a mage's strength, endurance, and mobility. The base of the Exo-GS is a Boron Nitride multiwall nanotube lattice work, forming a net like weave. The resulting material has a relatively a relatively high melting point nearing 4167 kelvin, high tensile strength (near 187 GPa), a high Young's Modulus (roughly 4.6 TPa) and a Mohs Hardness of 11.5. The material is a miraculously strong material, capable of shattering enemy projectiles and acts as an defense as well against eternano based attacks. It is a multifunctional fabric including attributes such as being antibacterial, an electric insulator, flame retardant and has electromagnetic absorptive properties. Due to its relatively high density, however, this plating only partially covers the body; with its concentrations being in the thoracic, cervical, and sternal areas of the body. This plate is then linked to an incredibly thin, but effective layer of shock absorbing gel that absorb the shock from higher layers and dissipates them. In between the outer plates and gel cushion is the exoskeletons Kinesium frame. This metallic frame is able to absorb the kinetic energy of the wearer's movements, and through particular seismic sensors that transfer the vibrations of the metal to a unique kinetic motor, the user effectively charges the electrical components of the suit while also dissipating the energy sustained upon impact and movement of the suit.
Temperature regulators in the suit automatically adjust the temperature of the suit to better sustain the wearer by monitoring the temperature of the environment and the body temperature of the wearer. To prevent detection by passive thermal sensors, body heat is channeled to the base of the feet, where it can be dispersed into the ground.
A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems, as well as self-repairing and automatic medication injectors, has been tested and deemed suitable for combat operatives. This injector slot can be found on the bicep and quadricep portion of the suit to allow for easy intramuscular injection of medicines by inserting capsule of said serum into the slot.
* Anabolic steroids: This cartridge of anabolic steroids is a reliable, safe steroid that can be placed into the Exo-GS to be administered to the wearer. It is a synthetic anabolic Steroid with very few side effects, is 'gender-safe' and has little hormonal interference. The drug strengthens muscle strength, density, encourages growth of new muscle fibers and the strengthening of bone tissue. This fast acting drug increases the strength of the user by 13%, allowing the wearer of the suit to lift a feat of 233.91 lbs with ease.
ReconOptic Scanner (レコノプティクスキャナ, Rekonoputiku Sukyana): This silver one eyed attachment has a construct that loops around Ryota's ear as well as resting upon the cheek. This technology has been made with G10 plastic, an electrical-grade, dielectric fiberglass laminate epoxy resin system combined with a glass fabric substrate. G10 offers excellent chemical resistance, flame ratings and electrical properties under both dry and humid conditions. It also features high flexural, impact, mechanical and bond strength at temperatures up to 130°C. This makes it serve as both a suitable structure to house the eye piece's complex internal hardware, as well as protect Ryota's from external conditions such as poisonous gas and projectiles. The piece itself is powered through the use of photovoltaic cells embedded on the side of the piece. This allows it to charge itself as long as the user has access to sunlight. It can typically run for 132 hours without having to need a charge.
* Enhanced Vision and Accuracy: The ReconOptic Scanner comes with dual lenses and dual image intensifier tubes providing a previously unheard of level of accuracy and depth perception with various other tactical masks. It's built in infra red illuminator allows the device to see even when no ambient light may exist, making it easy for a mage to take on his target in total darkness. The magnification and aperture speed of this mask allows the user to see up to 8 miles away in perfect clarity, with a max visual field at 13 miles. It comes with a built in infrared homing device that is able to pick up on the infrared heat given off by a body and lock onto it. This will come up in the display of the mask, allowing the user to detect beings in it's 13 mile radius. This obviously comes at a downfall to those who can construct false heat sources, such as flames or plasma, but a user can overcome this due to the scanner's ability to decipher a magical signature and use that as a homing mechanism instead.
* Eternano Construct Analysis:A particular useful feature of the mask is its ability to deconstruct the magical signature and construct of a static or long exposure spell. By analyzing the pattern and vibrational frequency of a spell, the user is able to reverse look up the spell through an internal Archive Magic mechanism. This particular archive is able to give a breakdown of the spells abilities, as well as identify weak points within its construct, that will be brought up and targeted in the display of the scanner. It can cross reference the spell’s magic signature with a network-wide database that accesses all known mages who have registered with a branch, both legal and dark. This is a downside, as those who are not current affiliated with any known branch are not accessible, and so tracking the person down would be more difficult. It also has a weakness in the fact that it can only analyze static or long exposure spells, due to the fact that it averages a 12 second analysis period, where the user must keep the spell within his field of vision in order to get an accurate reading.
* Vitality Scanner: The mask actually comes with a detachable sensor that can be placed on the persons body to detect any sense of life. This scanner is able to pick up on electrical impulses traveling through the mage's body, making it possible to see if the SA and AV nodes of the heart are still actively sending pulses to contract the muscles and send blood to the target's organs and tissue. The sensor can be placed back in the secure locking inlet of the scanner after it has been used.
M.A.C.E Grenades (メース 手榴弾, Mēsu Shuryūdan): These grenades are designed like a typical fragmentation grenade, being made up of cast iron exterior, a chemical fuze mechanism, and a reservoir of explosive material. These differ however in the release of the striker inside the grenade. Normally, the striker is held in place by the striker lever on top of the grenade, which is held in place by the safety pin. When the pin is removed, there is nothing holding the lever in position, which means there is nothing holding the spring-loaded striker up. The spring throws the striker down against the percussion cap. The impact ignites the cap, creating a small spark to ignite material in the delay mechanism, which in turn while ignite the detonator and cause an explosion of material. The explosion mechanism works the same in these M.A.C.E Grenades, but Ryota has modified the striker mechanism to be released through an electrically trigger pin stop that can be activate through the use of a biometric code registered in the grenade. This biometric system is also used in the INDO Technology he carries, and follows the same procedure for activation. Once a particular grenade is activated, pieces of metal from the outer casing fly outward at great speed, imbedding in anybody and anything within range. Depending on the type of grenade, it may contain additional serrated wire or metal pellets for increased fragmentation damage.
* Fragmentation Grenade (フラグ手榴弾, Fragu Shuryūdan):The simplest of the MACE Grenades, also known as a frag, takes the shape of a sphere roughly the size of a large golf ball. It has small rubber cushions on the outside that boast enhanced grip whenever taking one into one's hand. Both the sphere and the rubber cushions are a polished silver color and withstand damage done from combat activities. There is a small display on the grenade's front that shows a signal light when the grenade is activated through the use of the biometric switch located directly under it.Fragments are produced by a serrated wire coil fitted to the inside of the grenade body. Although the lethal radius of this fragmentation grenade is 16 feet, and the casualty-producing radius is 50 feet, fragmentation can disperse as far away as 755 feet.
* Incendiary Grenade (焼夷弾手榴弾, Shōidan Shuryūdan): These grenades are designed to be thrown like a shuriken, but have the same releasing mechanism as a Volatile Grenade. When activated, the chemical reaction of white phosphorus is used as an incendiary agent. It burns at a temperature of 2,800 °C (5,070 °F). This makes incendiary grenades useful for destroying weapons caches, artillery, and vehicles. Another advantage is its ability to function without an external oxygen source, allowing it to burn underwater. This grenade has a 3 second delay tile, from the activation of the center switch to the release of the burning agent..
* Timer Grenade (タイマー手榴弾, Taimā Shuryūdan): This MACE Grenade is also one of simple construct, but holds a unique attribute that allows for a longer delayed explosion when compared to the Frag. It takes the form of a cold steel black cube. It has a rectangular, seven-segment countdown display screen that will illustrate the grenades 10 second countdown. The switch is located on the edge of the cube, under the display screen that can be pressed once for activation, and again to pause the countdown for preemptive strikes.
* Volatile Grenade (揮発性手榴弾, Kihatsu-Sei Shuryūdan): These grenades are a small cylinder with a switch on top. A signal light on the sides indicates the activation, and these grenades are fitted with igniting fuses which function with a 1.2 to 2-second delay. The fuse ignites the first-fire mixture which ignites the filler. The burning filler creates sufficient pressure to blow tape covering the emission holes and allow the chemical agent to disperse.
** Smoke (煙, Kemuri): Two main types exist, colored smoke and screening smoke. In colored smoke grenades the filler consists of mostlypotassium chlorate, lactose and a dye. Screening smoke grenades contain a HC (hexachloroethane/zinc) smoke mixture that is very harmful to breathe, since it contains hydrochloric acid.
** Tear Gas (催涙ガス, Sairui Gasu): Made of CR gas (dibenzoxazepine) combined with a pyrotechnic composition, when burned an aerosol of CR-laden smoke is generated. This causes extreme irritation to the eyes and, if inhaled, to the nose and throat.
** Hydrofluoric Gas (ヒドロフルオリック ガス Hidorofuruorikku Gasu): One of the most deadly of the volatile grenades this one contains a gaseous form of Hydrofluoric Acid.The gas is a severe poison that immediately, and permanently, damages the lungs and the corneas of the eyes. It's a contact-poison that causes deep, initially painless, burns that result in permanent tissue death. It also interferes with calcium metabolism, which means that exposure to it can cause cardiac arrest and death. Contact with as little as 25 square inches of skin can kill – that’s about the area of the palm of your hand.
* Implosion Grenade (内破手榴弾, Naiha Shuryūdan): This semi-spherical grenade with a flat, circular surface on the bottom, is useful for calculated attacks. At the top of the grenade is a small light that indicates where the switch is located and when it is activated. The metal casing retracts when the grenade has been activated, that reveals a vile of contained Ki that bursts open upon the activation of the striking mechanism. This Ki is that of the Telekinetic Spell, Crush (つぶす, Tsubusu), that strongly pulls in ambient objects until they eventually collapse in on itself. This amplified source of magic is able to severe a limb if set off in a close enough proximity. Due to the small vile of Ki, this implosion grenade only lasts for a duration of 5 seconds, yet its effects are detrimental to the area.
* Homing Grenade (ホーミング手榴弾, Hōmingu Shuryūdan): Choosing accuracy over power, this small, round bomb with two wings attached is able to home in on it's target with extreme precision. The grenade itself has a monitor and switch on one side and a sensor and camera on the other side. The monitor is a small lcd screen that projects what the camera and sensor see on the other side. This camera is able to zoom up to 200 ft in order to lock onto a long range target. The targeting system works through infrared homing that is locked in once a user presses the trigger switch. Once pressed, the wings will spread out and begin moving to it's target at 15mph. Due to the flight mechanism, there are fewer explosives within which makes these grenades more for diversions or superficial damage.
* RCA Grenade (ルカ手榴弾, Ruka Shuryūdan): These Remote Control Activated Grenades are perfect for traps and ambushes. These round and flat grenades act more like mines and can be initially activated by pressing the switch on top. These grenades will only explode if the switch on top is pressed again (in the case of someone stepping on one), or if the corresponding number is pressed on a wearable remote control. These grenades house the same fire power as a Frag Grenade.
The Ravager (荒廃, Kōhai) is a uniquely modified handgun made by Kaneko Innovations. Its variation alterations and attachments make it a desired weapon for any gun enthusiast or requip mage.Being made most of a fibre-reinforced polymer with a cold hammer forged Kinesium barrel and firing mechanism, this gun is a staple for all those who specialize in mid to long range attacks. The barrel is 14.5 inches (368 mm) long and is capable of firing 20,000 rounds before barrel replacement is needed. The fire and safety selector is ambidextrous and has controls on both sides of the receiver, making it useful for dual wielders.This gun is unique in that it is able to last for 5,000 rounds on one magazine due to the fact that it operates using dense plasma focus to fire it's bullets. Inside its magazine is a charged bank of electrical capacitors that is switched onto the anode. The gas within the reaction chamber breaks down and a rapidly rising electric current flows across the backwall electrical insulator. The axisymmetric sheath of plasma currents lift off the insulator due to the interaction of the current with its own magnetic field. The plasma sheath is accelerated axially, and then shot out of the barrel with a speed of 2,900 feet per second.
*Assault Mode (戦闘モード, Sentō Mōdo): The basic mode of this gun, it fires traditional short plasma blasts that are sent out in 1100 rounds per minute, similar to that of a basic hand gun, although the bullets themselves travel at a far greater speed. This is mode actually has two settings based on the depression of the trigger, one for more superficially damage and one for deeper impact. Pushing the trigger halfway will release a low power shot that will give the target third degree burns, resulting in extensive pain that is difficult to treat. A full depression will release a more lethal shot that is able to vaporize clothing, armor, skin, and muscle, but cannot pierce through bone without a successive round. A spray of bullets has been seen to take of limbs of targets and leave a spray of blood about 16 inches in its wake.
**Long Range Mode (長距離モード, Chōkyori Mōdo): This is an extension of the basic assault mode that can easily fit onto the barrel of the Ravager. This is actually akin to a semi-automatic sniper rifle and it give this gun a 25 inch long barrel that can shoot a bullet with a muzzle velocity of 2,848 ft/s. This attachment is able to maintain it's accuracy up to 2,625 ft away, where as any further distance require a great deal of skill to compensate for external factors. A mage can attach the Nightsoul Tactical Scope to help improve their accuracy with these extreme distances.
*Decimation Mode (デシメーションモード, Deshimēshon Mōdo): This mode fires a much more dense and high energy shot with a diameter of 8 inches, up to 4 feet, depending on the length of the trigger depression. The pushing power of this mode can clear out a large areas or even make holes in a building for entry. When it comes into contact with organic material its effects have been seen to cause a sort of explosive property; only leaving behind a 3 ft spray of the target's blood.
*Nightsoul Tactical Scope (ニソル戦術範囲, Nisoru Senjutsu Han'i) : The digital scope is able to pinpoint targets up to 3,600 feet away. The image displayed on the scope isn't a direct visual, but rather a video image taken through the scope's objective lens. The scope produces a display that shows the weapon's compass orientation, cant, and incline. A mage can "mark" a target using a button near the trigger that will illuminate it with the tracking scope's built-in laser; and the target gains a red dot in the scope's display. This is done through a decoding of the target's magical signature, which can act like a tracker for the Ravager's scope. When a target is marked, the tracking scope takes into account the range of the target, the ambient temperature and humidity, the age of the barrel, and various other parameters to ensure that it's cross-hairs align accurately with where the bullet will be fired.
*R408 Grenade Launcher (擲弾発射筒, R408 Shuryūdan Ranchā): This device attaches under the Ravager barrel, with the launcher trigger being in the rear of the launcher. It utilizes a high-low propulsion system to keep recoil forces low and is able to fire modified canisters of M.A.C.E Grenades, making its use highly variant.
Bionic Leg (バイオニックレッグ, Baionikkureggu): After pushing one of his men out of the way of an exploding grenade, Ryota has been left with an amputated right leg from the knee down. Seeing this as no detriment to his abilities as a fighter, Ryota quickly began formulating a bionic replacement during his recovery time from the wound. The design he came up with was a titanium-kinesium alloy for the body, coupled with a soft polyurethane foam cover that has been designed to match the shape of his sound limb. The mechanisms behind the control of this limb was a bit more difficult by he managed to overcome this by generating algorithms and sensors that automatically adjust the angle of the foot during different points in his stride. This is done through the use of implanted myoelectric sensors that are powered by magnetic coils embedded in the socket (the cushioned, hollow component that fits over his residual limb, and connects to the prosthesis.) Since there are no integrated batteries to deal with, there's no need to replace the sensors, and movement is as simple as sending a brain impulse to move his leg. Most of this occurs when Ryota is on autopilot, but the prosthesis moves based on which sensor—the front or rear—picks up an impulse in local muscle tissue. Being the soldier that he is, Ryota has fitted his bionic leg with a retractable heel and toe spike that can be activated through an Ki pulse sent to his prosthetic. This gives him additional advantage during combat, not only with the hidden blades, but with the strong shock absorbing metal his new limb is made of.
Bionic Arm (バイオニックアーム, Baionikkuāmu): After a deadly battle against one of the Four Horsemen, Ryota was left without a right arm and shoulder. Seeing this as no detriment to his abilities as a fighter, Ryota quickly began formulating a bionic replacement during his recovery time from the wound. The design he came up with was a titanium-kinesium alloy for the body, coupled with a soft polyurethane foam cover that has been designed to match the shape of his sound limb. The mechanisms behind the control of this limb was a bit more difficult by he managed to overcome this by generating algorithms and sensors that automatically adjust the angle of the joints during different points in his movements. This is done through the use of implanted myoelectric sensors that are powered by magnetic coils embedded in the socket (the cushioned, hollow component that fits over his residual limb, and connects to the prosthesis.) Since there are no integrated batteries to deal with, there's no need to replace the sensors, and movement is as simple as sending a brain impulse to move his shoulder, arm, or even fine movements of the hands. This arm gives him highly enhanced grip and physical strength, capable of lifting a ton on his own. Most of these movements occurs when Ryota is on autopilot, but the prosthesis moves based on which sensor—the front or rear—picks up an impulse in local muscle tissue. Being the genius that he is, Ryota has fitted his bionic arm with a retractable wrist and elbow spike that can be activated through an Ki pulse sent to his prosthetic. This gives him additional advantage during combat, not only with the hidden blades, but with the strong shock absorbing metal his new limb is made of. He had also integrated a pistol like revolver into his forearm that is able to fire off a multitude of various elemental bullets thanks to the runic codes that are stored in his bicep area. His choice of bullets range from Lightning, Fire, Water, and Darkness Magic, along with the typical metallic bullets he can make himself. These bullets can fire off the pathway created to exit from his index finger.
Utility Gauntlets (ユーティリティのガントレット, Yūtiriti no Gantoretto) is a modified gauntlet made of a combination of fibers and non magnetic metals, known for it's lethal additive, the Ballistic Combat Knife (BCK) and Compact Weapon System (CWS). The main material of these gauntlets makes them lightweight and protective, composed of interwoven nylon and aramid-based fibers coated with heat and energy reflective film. This offers good resistance to abrasion, nonconductive base, no melting point, and low flammability. It is topped with a Iridosmium-Kinesium alloy, masking the the fingers and tops of the forearms, where they offer extensive protection from attacks alongside the three curved blades on the side of the forearm.
The gauntlets BCK is mounted on the forearm side of the gauntlet where steel springs and a loading carriage sit aside the standard combat straps. The gauntlet releases the blade when the wearer's proximal phalax (ring finger) is pressed. This triggers a signal in the gauntlet, letting the heavy duty spring release, the blade thrust out the opening, and the BCK's Iridosmium blade lock in place. This effectively creates a retractable knife to be released quickly in combat through a reverse process. This blade actually retracts into a container filled with a liquidize version of ____, obtained by taking the gas and subjecting it to 700mmHg of pressure at 23 degrees Celsius. This allows the blade to penetrate any magical barrier, making it the most lethal of weapons up close. The amount of withdrawals this ____cartridge can handle is a maximum of 20 doses before deteriorating in quality.
The gauntlets second most prominent feature is a mount for the Compact Weapon System located on top of the gauntlet; firing either 5 round magic bullet cartridge, or a canister of various gases. Fired by a pressure sensitive button when the safety is released, the CWS can be a tool of last resort, a breaching weapon or a close quarters weapon. The CWS contains an advanced recoil reduction system using an impact 'sponge' composed of an originated impact gel that cuts vibrational force to almost nothing.
Secunda Combat Drones (セクンダの戦闘ドローン, Sekunda no Sentō Dorōn): The personal drones of Ryota, machines he will sometimes refer to as his "hornets". Typically summoned forth to aid him in battle through the use of an INDO Orb, he can bring forth around fifty of these flying drones to help take down his enemies swiftly. The drones use an anti-gravity generator to maintain height and power, relying on a system that takes in ambient Ki through a vent system and converts it into energy for thrusts located around the drone. It processes and gathers information with optical, infra-red, RADAR, LIDAR and motion sensors, and is supported with a RADAR/radio receiver and cyber warfare protection system. The drone's CPU is powerful enough to preform combat operations without outside input and can generate its own mission parameters, allowing Ryota to have it set its sights on any mage who's magical signature is not saved in Ashvattha's own personal Archive. It's target can be modified through the input of personal commands via his holowatch. The drones are armed with a personal shield and Phased Array Optical Camouflage, giving them a refractive ability to seemingly disappear in the air, but block any attacks that come their way. The drone is armed with a variety of anti-personal and anti-mage weapons including an array of magic bullets, MBP gas grenades, and nullification magic missiles.
Holowatch (ホローアッチョ, Horooaccho): Using some of the most advance technology, Ryota is able to utilize this compact devices to have access to his Research Facilities main computer and Archive system. It is what gives Ryota the ability to command his drones on the battlefield, as well as give him the ability to look up information on a variety of opponents and track their progress throughout the battle to give his computer time to compute their maximum Ki output and deduce if it is suitable for him to stay and fight. He has also been seen using this during exercises with the Cambium Knights and registering their Ki output to determine the potential growth of their spells.
== Theme Songs ==
=== Main Theme ===
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=== Battle Preparation ===
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=== Battle Theme ===
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=== Epic Speech Music ===
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== Quotes ==
* "You dare speak with such a vindictive and malevolent tone towards me? The man who is the puppeteer of your mechanical soul, free to pull the strings however I please? Next time think a bit before you threaten me... Now, know that I will work to make you stronger, giving you every means and material to become the Ultimate Weapon to better serve our King and our country. But know that I will always hold the strings; especially in this domain. So whenever you are in here you can shove your impatient, pompous attitude where the sun don't shine, and let me do my work." — Ryota towards Yarrow while inside the R&D Department.
== Trivia ==
* This character is the second character to surpass 100,000 bytes for the author; the first being Samarra Inari, the author's first ever character.
Category:Lady Komainu