Taikuri Hogi

**Taikuri Hogi** (テークリ意 *Teekuri Ishi*) is both a prominent member of the House of Hogi, as well as the branch of Kairos Flight. With his unique combination of magic, with a list of Siphoning Magic, Dispel, and Stealth, his skills as both a mage and an assassin are close to being unparalleled. He had once used his position as a member of a the questionable branch, \_\_\_\_ to serve as a cover for his more heinous assassination orders, as well as help protect him from potential repercussions. But after his father’s death he fell free from the clutches of being an assassin for his father's whims and wanted to rehabilitate himself inside the walls of Kairos Flight.

## Appearance

**NormalNormal | AssassinAssassin**

Though, he is relatively short for his gender, standing only at 178 cm tall, Taikuri is one of svelte and muscular physique. In the sun, his ivory skin holds a tint of honey that compliments the green of his eyes, shining like dew on the morning grass. These emerald globes lie compliment to the silver locks of hair that lie ruffled on his head, his bangs kept out of his eyes thanks to the teal bandanna. Just like his profession, Taikuri is half shadow, every muscle on his partially exposed arms and torso flowing from the light into the dark as the sun traces their well honed form. Legs that walk with the grace that would save the most dry of leaves from cracking under his step give Taikuri his sense of silence as he walks around, making him blend into the background of any scene. For those that have the luck of seeing his face, they will see he has the kind of face that stopped you in your tracks. Where the sudden pause in a person's natural expression when they looked his way was followed by overcompensating with a nonchalant gaze and a weak smile. His strong jaw will often cast a return smile to those ladies who are captivated by his looks, finding flattery in the blush that falls on their cheeks. His curve, regal nose gives his face a glimpse back to the handsome days of his childhood, but one could not mistake the way he now holds himself as a man.

His attire is what really sets him apart, but is something that seems to pay homage to the style of attire that his idol wears. His most recognizable article is that of his robe. Made from cut resistant material, the upper portion of this snow colored robe features a peaked, red interior hood with the center shaped to resemble a falcon's beak. This hood serves to protect his identity and hide his features from those whom are his targets, only showing his devious smile and a red X on the top of the hood that is his signature symbol that is slashed into the forehead of those whom he kills. The lower part of the robe is doubly layered, with the back of the robes trailing down to be longer than the front, still having the same red interior as the hood. It also has a red pouch on the breast to hold some of his specially treated throwing knives. It is left open in the chest, but cinched closed at the waist with a padded black armor to protect his femoral artery and stomach from puncture wounds, as well as cushion the hold of the brown utility belt that holds it closed. Flowing brown pants protect his legs and allow for unrestricted movements to perform his gymnastic stunts. Having a Kinesium-Adamantine armor plating cover the length of his arms and his boots, giving him both power in his hits, and the ultimate protection against weapons. His final accessories are that of his dagger's holster on his belt, as well as the cross leather strap against his chest, and unique strap around his neck to protect his carotid. Finally he has a red piece of cloth tied on his right bicep, as a gift from his brother to motivate him to become the best.

## Personality

Taikuri most often has a calm, serious, and conservative air about him; like a book that has a tight chain over it. He is familiar with the rules of the game, and typically seeks out predictable surroundings where he understand his role and how to manipulate those around him so he can pass off in any surrounding. He can play any part he is given, the loving son, the doting brother, the emotionless assassin, or even the loyal branch member. He will camouflage himself into any scene, just to get by and leave those around him unsuspecting of his nature as a ruthless killer. Sometimes Taikuri forgets who he really is deep down, his persona's often blending into the funloving soul of who he was as a child. He had once loved to just be out in the world, running alongside his siblings and pretend fighting, chasing down the sunlight until it fades into the stars. The smile that always graced his lips and made him vow that he would do anything protect his siblings and get back to the happiness that they once had before the darkness took them over.

When given a task, whether a job or a simple chore, he is highly dependable, and follows it through to the end. He is practical and no-nonsense, and rarely call attention to himself if possible, evident in his minimalist clothing. He is hardworking and will persist until a task is done, often going for hours until something is done. He is fairly logical and methodical, and often enjoy tasks that require him to use step-by-step reasoning to solve a problem something that shows in how logical he can be in taking out his targets. He is meticulous in his attention to details, and examine things closely to be sure they are correct. With his straightforward logic and orientation to detail, he will generally work systematically to bring order to his own small parts of the world; doing so alone to ensure that it is done correctly. He is slow to trust people, not having many friends outside of his family for this reason, and taking little time to spend with his branchmates outside of jobs to prevent blowing his cover. His time in the branch is slowly starting to chip away at this feeble trusting nature, slowly starting to form bonds with others, but he is still wary at the fact due to his nature.

His current persona in the branch is one that is closest to his childhood glory. Though right now, Taikuri seems to be too stained by the blood on hands that what he shows to his branch members is more of a shell of the man he used to be. He can be entertaining and engaging others with humor and enthusiasm, laughing with others in the branch hall. He takes notice whether other people are having fun, and does his best to create a good time for all while around them by trying to get everyone involved in some active diversion. He can be generally friendly and likable, but still prevents others from getting too close to him and divulging any person secrets. A fun side of him that has persisted throughout the ages is his love for any and all kinds of foods. He will often scarf down anything that you put in front of him with a joyful smile and happy belly. It is this reason that he will do his best to be sociable and ask his branchmates to join him on his quest to try every food establishment around town.

## History

Born to the life of a Petrico Royal, Taikuri was still forced to live in the shadow of his older brother Mago. Though he greatly admired that of his brothers and his power, Taikuri was not very well acknowledged by that of the rest of his family due to his age gap and actions performed instead of his father. In order to gain acceptance from some of his family, Taikuri accepted the work that his father forced upon him, even if he didn't quite agree with his father's reasoning and ideals. This lead him to many assassination requests of humans who entered their borders, a breed of whom his father despised with all hatred in his soul. Him and his siblings didn't feel the same hate that their father did, but in order to gain acceptance and acknowledgement in his family, Taikuri performed many of these deeds in secrecy. With fates only known between him and his father, Taikuri had become one of the most skilled assassins in the House of Hogi, his skills in Stealth and weaponry excelling at a very young age.

His heart grew weary once his siblings had left, leading his father to dig his fangs deeper into Taikuri's flesh. Seeing this as an opportunity for the eradication of any more skilled humans who intended to come to Mys and threaten their rule, Taikuri's father sent Taikuri to follow his siblings path to Hylion with a far different intent. He forced Taikuri to go in secrecy to scope and take out some of the more powerful mages Hylion had to offer, such as that of the Four Beast Saints. With his resolve set on joining one of the most elite branches in Hylion, his fate led him to meet Theia Tasya and ultimately join her at Kairos Flight. Taikuri shared his dark fate with the branch master, asking him to look into anything that could help him separate himself from his father, and end this contract killing his father had forced him into.

## Magic Abilities

**All Delete** (終焉の剣 (オー・ルデリート), *Ōru Derīto lit. Sword of Demise*)

**Siphoning Magic** (サイフォンの魔法 *Saifon no Mahō*) This magic requires extensive knowledge on Ki and the Ki Circulatory System (ECS) to perform properly, but when successful, it gives Taikuri the ability to drain away a target's Ki. This can come in the form of draining it from their body or siphoning from an Ki based attack; giving this magic both an offensive and defensive purpose. Once the magic is siphoned into the caster's own body, they can effectively utilize this Ki to replicate spells that they have already seen performed by there target. Though great skill is required to utilize this rare magic, the benefits and rewards will surely guarantee any caster a victory.

In order to use such a magic and begin to drain the Ki from a mage or construct, the caster must make contact with the target with the use of "siphon tubes". These siphon tubes are actual minuscule capillary like extensions of Ki that the user creates to tap into the Ki circulatory system of the opponent. Because of their size they are able to bypass the membranes and gap junctions within cells to enter into the body and expand to the width of capillary and venous walls to siphon off the flow of Ki. Depending on the expertise of the caster, they can create initial siphon tubes that are fractions of a micrometer to enter through the skin of their opponent unseen and begin working their way deep into the vessels that carry Ki throughout the body; something that would make it extremely detrimental to the target's system if they were to attempt to remove them by physical force. Once inside, the mage must expand the siphon tube large enough to seal off the vessel walls, making it easier to create the parameters needed to siphon magic. Though their invisibility to the human eye plays to the advantage of the caster, the initial siphon size needed for this magic to go into effect limits the cater to close range combat in order to get the skin contact they need to plant their siphon tubes. Atmospheric conditions and outside forces will generally send the microtubes off course, and starting off with a diameter similar to that of a Wire Magic spell would lose the element of surprise with the siphoning. Although many a mage will use a large siphon tube to trick the opponent into thinking it is a typical Wire Magic spell, getting enough skin contact to fray their Ki and leave a microscopic siphon tube attached to their opponent while they "reel back in the wire".

Once they have a siphon tube attached, they can generally extend the length of that tube as long as their magic will allow; but the longer the tube, the slower the siphoning of magic will be. That is why maintained physical contact is the best method of this magic, as it only requires a few millimeters of siphon to get through the thickest of skin and clothing and into the Ki system of their opponent. A touch of only a second will be able to siphon off about 78.86 milliliters of Ki, which is about half a liter per minute. This means for an average mage, who has about 5.5 liters of Ki circulating their body at one time, it would only around eleven minutes to completely rob a person of their magic until their origin restores. Though in combat, sustaining that long of contact with the target isn't feasible unless they are rendered completely immobile; meaning that generally a caster is only able to siphon off about as much Ki as needed for a basic spell before the siphon tubes are damages by an attack. But luckily this magic also works in absorbing offending attacks that come the caster's way as long as they are Ki based. The quality of Ki that is absorbed is far less concentrated, due to the transmutation properties it undergoes during casting, as well as the atmospheric impurities that mix in. So, in order for a mage to take in this Ki and use it as their own power; they need to absorb a far greater quantity of it in order to replicate the attack that they just absorbed.

The basic mechanics of Siphoning Magic is similar to that of an actual siphon; something that requires little effort from the user after the initial priming to continue to drain out the magic from the other person. After attachment of the Ki tubes into the opponents Ki Circulatory System, the caster will then create a pocket of space in their ECS by holding a greater deal of Ki in their magic origin to lower the intravenous pressure of their Ki system. This creates a pressure drop throughout the Ki siphoning tubes, in the same sense that 'sucking' on a straw reduces the pressure along its length all the way to the intake point. The intravenous pressure at the intake point responds to the reduced pressure by forcing the fluid outwards, sustaining the flow to fill in the space at the other end of the siphon and equalize the pressure. This effectively pulls the Ki from the opposing target, forcing it to drain into the caster’s Ki Circulatory System and allowing them to use the properties of said Ki until it runs out of their system. The greater the caster drops their intravenous pressure in comparison to the target, the greater amount of magic they will steal.

Gravity, pressure and molecular cohesion are the acting principles that allows this magic to work without any effort outside of attachment of the Ki tubes. This is because the flow of Ki out of the target’s body depends on the difference in height between the inflow and outflow, as well as the difference in intravenous pressure. Gravity comes into effect for this magic when the attachment point for the siphon tubes is higher than that of its origin. This causes the gravity to push down on the Ki inside the siphon and forces it to flow at a faster rate than that of the intravenous pressure method. This can lead to a mage attaining a greater deal of their magic in a shorter period of time to reap for their own benefits. This also allows the caster to continue to circulate a greater deal of Ki to allow them to continue to attack during the draining process. One of the downsides of this method is its reliance on high differentials and gravity, forcing the user to pay attention to their attachment points and the angles at which the siphon tubes are, in order to keep the flow constant. Another downfall of this method is those who can control gravity, such as those with Gravity Change Magic or Cosmic Magic, can alter the natural flow of gravity to prevent the siphoning of their Ki. That is why most users prefer the intravenous pressure method, as it overcomes this downfall.

The intravenous pressure method is one of the most full proof ways for mages to siphon, as it eliminates the effects of many outside factors. This method is not dependent on atmospheric pressure, as even in varying air pressures ranging from sea level to 39,000 ft altitude had relatively no effect on the flow during experimental tests. This shows that even in a vacuum this magic will still work; something that some users have used to steal the air rich Ki of Wind Mages who attempt an airlock during combat. It has also been shown that in these high-vacuum conditions that the molecular cohesion of Ki, as well as the actions of the intravenous pressure, are the principle factors in the operation of the Siphoning Magic. As a system will try and move towards equilibrium, equalizing the pressure between the two Ki systems, the tight molecular cohesion properties between the molecules themselves and that of the siphon tube walls, allows for the Ki to flow uphill if need be. This cohesive property overcomes the downfall of the gravity method and allows for a mage to feel at ease in the effects of their magic as long as their siphon tubes stay connected. Even if an opposing mage had a high degree of control over their Ki system to help offset the pressure differential that drives the siphon, the caster would just offset it until the opponent would effectively have to cut off use of their magic entirely to prevent it from being stolen.

**Weapon Magic**

* Blades
* Staves
* Guns
* Other

 File:Taikuri Dagger.jpg
* **Crimson Thread Cutter** (真紅糸カッター *Shinku-ito Kattā*): This uniquely colored full tang dagger is made from high grade Iridosmium and Kinesium alloy, giving it a tough, durable, nonferrous and corrosive resistant profile. It has been carefully heat treated to give it the maximum toughness, while allowing superior flexibility in the blade to be able to absorb impacts. Within the hilt there is also a ruby colored lacrima that gives the blade the power to coat itself in fire, giving it enhanced attack power. It is shaped with a hira niku blade design, or apple seed geometry, to give the blade durability against heavy targets, while still maintaining its sharpness. During impact the blade is able to take the kinetic energy transferred by the molecules and store it within the special coating on the blade. Although unnoticeable to the human eye, Taikuri’s blade actually has a thicker coating of Kinesium at two points in his blade to better store the energy where it occurs most naturally. The first point of thickness rests at the vibrational node, located near the tip of the blade, because this is one of the fundamental flexural vibration zones within a sword that typically vibrates during a strike. The second is located near the hilt of the blade to absorb radiant percussive energy that would generally travel down the blade and cause a slight stinging of the hands. Because of this feature Taikuri feels little to no sting when hitting rather tough substances. This kinetic absorption also allows him to absorb sound and vibrational based magics, making them all but useless against him. This feature can also serve as an offensive tool as well, as the kinetic energy stored within the blade can be expelled by sending a pulse of Ki with enough speed to separate the molecules within the coating and release the kinetic energy stored within. This feature is actually it’s greatest downfall, as this ability only relates to attacks with solid kinetic force, such as bullets, blades, physical hits, and other projectiles; this ability does not work with magical constructs, as the Ki present within the attack will disturb the seal of the coating and make the blade unable to store the energy. Using the kinetic energy absorbed through the blade, instead of sending it back as an attack or dissipating it, this energy can be transferred to the metallic molecules of the sword to act as a 'repair' of sorts. By using the energy to shift the molecules on the edge of the blade, the sword is able to alter its shape to prevent dullness from problems such as abrasion, rolled edge, flatted edge, chipped edge, and corrosion. This leaves the blade with a keen, sharp point and allows Taikuri to always cleave his target with a swift strike.

* **Concordis Shakujō** (コンコードシャクヨ *Konkōdoshakuyo*): One of the last relics from the time of old, when exorcists were as prevalent as the dragons that roamed the lands, the Shakujo's were carried by many a Mystan Monks. It is one of the first magic infused weapons in existence, and so it has gathered a great deal of Ki that is used to power the Sound Magic that resides in the lacrima jewels that decorate it. This magic from the lacrima can be absorbed and used by the user as a physical attack, or be used with the staff as the generator of the magic. According to historians, "the jingling of the staff's rings is used to warn small sentient beings to move from the carrier's path and avoid being accidentally trodden on. In ancient times it was used also to scare away dangerous animals. Ringing also is used to alert the faithful that there is a monk within earshot in need of alms." 1 It was this reason, along with the infusion of Sound Magic, that many people have come to call the K'rik "the sounding staff". Just like the staffs carried by a Bodhisattva, the k'rik that Taikuri carries has six rings representing the Six Perfections, as well as represent the six states of existence (humans, animals, hell, hungry ghosts, gods, and asuras). Each ring has a unique spell stored within it, that was used with a special incantation to affect the state in which it represented. These rings are connected to a larger, more innate metal ring that is welded to a metallic staff with a sharp end at the bottom for stabbing when thrust like a spear. It can be used as a staff to block and parry attacks and the metal rings at the tip could be slammed into an opponent's face to momentarily blind him. At the very tip of the metal finial is a sharp point which can be used to attack weak points of the body. And with the kinetic absorption properties of the metal it is made of, along with the unique spells that can be used with the magic staff, it is a deadly weapon that Taikuri can chose to wield. Because of his nature as an assassin, he chooses to keep this staff stored inside a dimensional storage device, INDO Technology, inside his cuff links. It is this way that he is able to summon it if needed, but does not have the worry of the rings making too much noise.
	+ **Nekodamashi** (猫騙し, ねこだまし): This technique is usually done to surprise an opponent by doing a loud, unsuspected clap in front of their face to cause them to lapse in focus as well as close their eyes to open themselves up for a strike. The user has managed to amplify this technique through their Sound Magic by amplifying the wavelength and altering the pitch to cause a petrifying effect. The user will read the opponents stance, facial feature, magical pressure, heart rate, breathing pattern, and muscle twitches to determine when there is a relative gap in concentration, or an opening where they let their guard down; as well as the state of mind in which the person is highly susceptible to outside stimuli such as Nekodamashi. This sudden release of sound resonates at a frequency in the brain that is an inverse to the natural synaptic transmission frequency, cause the opponent to lose mobility for around five seconds; a time ample enough for the user to execute a hard hitting attack.
	+ **Voice Mimicry** (音声擬態, *Onsei Gitai*): Used heavily in reconnaissance and jobs, the user is able to adjust the output of their vocal chords to mimic any sound she has heard or is able to listen to for a duration of fifteen seconds. This mimicry is highly effective in infiltration and bypassing vocal scanners, as well as confusing the enemy through phone calls and misleading directions in groups. She can use this to manipulate and scare an opponent by releasing large explosion sounds, or even throwing their voice to mislead the direction in which their attack is coming from.

 File:Window Shatter.png
* + **Sonic Pulse** (音波パルス, *Onpa Parusu*): the user can create a counter vibrating frequency to cancel out another object's natural vibrational frequency, thereby causing it to shatter. This ability takes advantage of the ideal that everything; including objects, living creatures, immaterial creatures, space, time, matter, energy, and so on, gives off a vibrating frequency, and by emitting an opposing frequency, both the frequency and the object are destroyed. However there is a limit as to what the user is able to destroy using this counter-soundwave. A mage who is just beginning to use this magic is only able to determine the resonate frequency for static material objects after hearing their emission from hitting another object. This is extremely useful when it comes to battle during those who rely on weapons, as they is able to determine the opponent’s weapon frequency when it clashes with their own, which allows them to emit a sound wave to help destabilize the molecular structure of the blade and cause it to lose its effective shape. This can typically be done through the emission through their vocal chords. They are also able to let forth a scream to resonate against various structures such as stone walls, concrete barriers, brick buildings, and of course shatter glass.

* + **Acoustic Wall** (音響壁, *Onkyō Kabe*): Using the same principles as Sonokinetic Flight, the user is able to emit a frequency to help repel objects and attacks. This attack usual expands with a twenty-five foot diameter of optimal effectiveness, but has a five foot buff of effectiveness dependent on the strength of the offending attack and the dissipation of the sound waves in the medium. This can go one of two ways, with a high frequency wall or a low frequency wall, and is a choice the user will decide when she is facing the opponent. Typically a high frequency wall is used, around 29,000 Hz to avoid hearing damage, as it can repel most physical items include those of the liquid nature; but when facing an opponent who uses fire, she will take on a low frequency approach. Ranging from 30 to 60Hz, soundwaves have been proven to extinguish flames, as the difference between the high-pressure peak and low-pressure trough in the sound wave is large enough to douse the flame.
	+ **Sonokinetic Flight** (ソンッキネティクフライト, *Sonkkinetiku Furaito*): Through the emission of two unique sound waves to surround them, these sound waves will be at frequencies slightly above the audible range--roughly 22 kilohertz. When these sound waves are precisely aligned, it creates two sets of sound waves that perfectly interfere with each other, setting up a phenomenon known as a "standing wave". At certain points along a standing wave, known as nodes, there is no net transfer of energy. Because the acoustic pressure from the sound waves is sufficient to cancel the effect of gravity, she is able to levitate when placed at the nodes. This requires a great deal of concentration for them to maintain levitation. She will usually emit these frequencies through Ki emission in their feet, palms, and other various joints along their body to help maintain equilibrium in the air, as well as provide a method to advance their propulsion to that of the speed of sound.

 File:Sound Shield.png
* + **Sonokinetic Shield** (ソンッキネティク盾, *Sonkkinetiku Shīrudo*):The most basic of their defensive spells, the user can form a multitude of sonokinetic shields of varying shape and thickness, functioning independent of one another. This barrier is made up of highly vibrational Ki molecules, making it impossible for even mages of the highest skill to manipulate or consume. These barrier particles vibrate in such a way that, even though they can be broken with a fairly strong attack, they can withstand most weapon attacks, physical attacks, and projectile attacks from that of an average mage. The dimensions of this barrier is typically only two to three inches thick, but is fluid enough to cover a variety of objects in a 120 square feet area. They also are not bound by earthly ties, meaning that the barrier itself does not have to have an anchor and can freely float and move alongside the user should she use it as a shield. This also means that even if a mage does happen to break out of the barrier, the user can simply manipulate it to stretch back around the target, and then reinforce it so it doesn’t happen again. The benefit is that this construct can be made a multitude of ways, from the typical Sound Mage way of vibrating the Ki through their vocal chords; or he can use ambient sound waves made from a snap of his fingers to the stomp of his foot. This helps them avoid exposing their insides to the likes of poison gas or other inhalable substances before he can erect a shield.

* + **Techno Fist** (テクノ拳, *Tekuno Ken*): Cupping their hands together, this attack can be performed in various levels dependent on the level of strength desired from the output as well as the standing frequency of the target. For the first stage of the fist, an output of a low frequency sound is released into a contained space to resonate. For this, the user will cup their hands together by holding the wrists together and keeping the palms open. She will then extend their fingers towards the center of their palm and begin emitting a certain frequency of Ki from them, keeping the force contained within the space in front of them. Their fingers act like buffers for the sound to resonate back and forth, the waves altering their pitch until it reaches the correct frequency to disrupt the construct of the target in front of the user and deal substantial force. This pulse of sound feels like a freight train hitting dead on in the chest, as well as having the potential to rupture the ear drum of a target that is hit. Once the correct frequency is reached, the user will push forth a large surge of Ki from the middle of their palms, breaking the containment she had on the mass and sending the blast of sound forward in a beam towards his target at a resounding speed. The pulse is able to be sent out in a shot of three different bursts, and dependent on the frequency, it does not take long to repeat.
	+ **Songbird's Lullaby** (歌姫の子守唄, *Utahime no Komori-Uta*): Hearing this progression of notes causes a mage to feel extremely drowsy and practically fall asleep. 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.” By emitting these two alternating waves from each of their hands, the user is able to adjust the frequency slowly to lure the target to sleep. 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.
	+ **Song of the Lotus** (蓮の歌, *Hasu no Uta*): A high pressure sound wave whose frequency and intensity can cause extreme nausea and disorientation in those who hear it. These sounds waves will shift the endolymph within the three semicircular canals of the ears, causing the hairs within the ampule to depolarize and send a signal via the vestibular nerve to tell the brain the position of the body. When these signals originating from the ear do not match up with the signals perceived from the visual cortex, the body cannot determine its correct orientation and the target will become extremely nauseous. Its effects have been described as being as severe as a Dragon Slayers motion sickness; forcing a mage to remain motionless unless they dare suffer projectile vomiting.
	+ **Death Song** (死の歌, *Shi no Uta*)**:** Though not actually causing death, this attack of infrasonic sound can cause an unfamiliar mage to go into a severe panic attack, as well as cause lasting damage to the eyes and eyes if sustained long enough. The low frequency of infrasonic sound and its corresponding long wavelength makes it much more capable of bending around or penetrating your body, creating an oscillating pressure system. Depending on the frequency, different parts of the body will resonate, which can have very unusual non-auditory effects. For example, the user will start off the song at 19Hz. This will cause the opponents eyes to twitch; and as she turns up the volume to approach 110 dB, their opponent will start seeing colored lights at the periphery of their vision or ghostly gray regions in the center. This is because 19Hz is the resonant frequency of the human eyeball. The low-frequency pulsations start distorting the eyeball's shape and pushing on the retina, activating the rods and cones by pressure rather than light. the user will then slowly increase the song and alter the Hz to allow for different effects. At 130 dB, the inner ear will start undergoing direct pressure distortions unrelated to normal hearing, which can affect their target’s ability to understand speech. At about 150 dB, people start complaining about nausea and whole body vibrations, usually in the chest and abdomen. By the time 166 dB is reached, they will start noticing problems breathing, as the low-frequency pulses start impacting the lungs, reaching a critical point at about 177 dB, when infrasound from 0.5 to 8Hz can actually drive sonically induced artificial respiration at an abnormal rhythm. This combination of infrasonic effects practically immobilizes a mage, robbing them of two vital senses as well as inducing hyperventilation. This allows them to easily bypass a mage’s defenses and subdue them.
	+ **Sonic Drop** (ソニックドロップ, *Sonikkudoroppu*): Concentrating Ki into their palm and placing it on the earth, he is easily able to cause large tremors. Though usually using their palm, she has done this spell by performing a transition from a punch or kick before striking the ground with incredible force. The Ki that had been concentrated into their extremity will be instantly released into the ground upon impact, cause the earth to spiderweb out in cracks from the sonic soundwaves disrupting the stability and construct of the ground. This will cause the opponent to become off balance and distracted, allowing for a subsequent attack. The Sonic Drop also releases a great deal of rubble skyward due to its extreme concussive nature, causing large chunks of shard like ground to burst up and further damage opponents. the user can concentrate the usual 50 foot span of this attack by altering the release and frequency of soundwaves to prevent the uprooting of earth further away. The speed at which the earthquake happens is about 14 km/second making it almost inescapable for that of a normal human, but a mage of great speed will be able to dodge the cracking earth; hence why the user will send in a second pulse of sound to help uproot the shards of earth to those who try and escape into the air.

**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.

**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.

 File:Wide Shot.gif
* **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 Aeternum’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.

**INDO Technology**: This comes in the form of a robalon onyx colored plastic bands on his arm guards that serves as a means for Taikuri to store his additional weapons that he can call upon without expending much magic, and without using up a lot of space to carry things around. This modified ring uses INDO Technology to store it's weapons, although as opposed to the limited single item storage of a typical INDO Tag, Taikuri had it modified to be able to store one cubic ton worth of items, thus adding to the thickness of the ring to hold the technology required of it. With the biometric scanner placed on the four cardinal directions of the band, Taikuri is able to send a pulse of Ki on a given sensor to bring forth one of his weapons. The unique Azimuth Code associated with his biometric data and magical signature ensures that, should his ring fall into the wrong hands, his weapons will not be able to be summoned. The unique plastic construct also prevents it from being taken via ferrokinesis, as well as prevents it from being damaged from high temperatures, sonic pulses, and electric discharges from Taikuri that would result in the short circuiting of the item.

* + **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 fuse 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 ingnite 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 the striker mechanism has been redesigned by Kaneko Innovations 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 fragmentation damage. Though there are a variety of grenades at his disposal, Taikuri likes to keep about a dozen of each type that Kaneko Innovations has made in order to increase his versatility in battle.
	+ **Throwing Knives**: Held in the INDO ring on his left guard is a collection of magically treated throwing knives. Each knife is made from a single piece 420 stainless steel and measures 12-1/8-Inch overall in length. They have an ergonomically designed handle to maximize grip for throwing, as well as to help Taikuri naturally grip the knife in the proper fashion for maximum accuracy and consistency in throwing. Though it is metal they have each been treated with Nullification Magic that gives them a twofold benefit. One being that their construct cannot be manipulated by any magical ability, as their ferrous construct is protected from the likes of ferrokinesis and telekinesis through the protective layer of nullification magic. The second is that it can pass through substances that derive their being from Ki; meaning the likes of barriers that do not incorporate natural substances into its construct are useless. This is not foolproof however, as a mage whose power surpasses that of the nullification spell will still be able to block or manipulate the knives as they please.

## Physical Abilities

**Magical Aura***(魔力の霊気, Maryoku no Reiki)*: A Magical Aura is a common term given to the exertion of magical energy into a form outside of Taikuri's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Ki particles exceeds the limits of what it contains, or is purposefully released by Taikuri. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections. A standard aura is produced by mages with a moderate level of magical power within their body. By exerting it outward, it forms a thin layer of pressure that can cause one to be intimidated if they aren't a mage, or if they are a rather weak mage. This is generally demonstrated by individuals of S-Class strength when they are holding back, or when standard mages are showing that they are entering their full reserves of power. It should be noted that the density of this aura, by a S-Class mage, can cause physical attacks to be repelled with notable ease. Taikuri, being that of a higher calibur, is able to give off an aura capable of repelling average mage's attacks if he wishes. Although typically not resulting to such wasteful measures, Taikuri's aura has been seen to be a red color and dance around him like flames. He has immense magic reserves, and so he can use his aura as a line of defense for an entire fight if he wanted to.
**Ki Manipulation:**  From a young age Taikuri had been somewhat of a protegee when it came to drawing in ambient Ki from the atmosphere; even able to do it kinetically, rather than through traditional means of meditation. He has the additional capabilities of absorbing Ki into his magical origin, as well as manipulating the Ki for offensive, defensive, and supportive purposes in any way that he wishes; although it still requires a great deal of concentration for him to harness ambient Ki, and so it isn't used in battle frequently. Generally, a magician has an easier time collecting this stray Ki in environments with higher concentrations of it such as the area where a vicious battle between others has progressed. He has however, been able to manipulate his own Ki reserves with great skill, allowing him to execute attacks without excess waste of Ki. At the absolutely highest level, a master magician's Ki prowess functions as a defense against illusions due to their sheer mastery over it, making them all but immune to everything except the strongest of fabrications.

* **Physiological Meliorism** (生理的な改善説, *Seiri-tekina Kaizen-setsu*) :Through the use of this magic a user is able to alter the efficiency of particular cells to allow for greater efficiency of a certain physiological process. Particularly used on the endocrine system, nervous system, muscular system, and skeletal system; this ability is able to effect all anatomical systems to improve a mages performance. This is done through the manipulation of their Ki, allowing their magic to act as a catalyst or substitute substrate in various reactions in the body. This can greatly increase the output and efficiency of cell, as the body is able to use a form that can be replenished slowly through the means of ambient absorption; which is far less finite than the traditional metabolism and production.
	+ **Aldo Mena: Vigilant**- Adrenaline, also known as epinephrine a hormone secreted by the adrenal glands; especially in conditions of stress, increasing rates of blood circulation, breathing, and carbohydrate metabolism and preparing muscles for exertion. So once the mage is able to get control of the glands that secrete adrenaline Taikuri may experience effects such as increased blood pressure allowing Taikuri to react faster and become faster in general. As vasoconstriction occurs, Taikuri may feel a bit stiffer afterwards using this.
	+ **Aldo Mena: Unleashed**- The manipulation of norepinephrine can be used to treat oneself and give Taikuri\_ on final push if Taikuri is extremely wounded or fatigued. Once Taikuri seems like he/she is about to faint or lose a fight due to fatigue the norepinephrine can kick in to increase blood pressure. As norepinephrine is referred to as a "stress" hormone, using an excess amount can lead to organs being worn down faster than usual.
	+ **Aldo Mena: Propogate**- Using Ki as a substitute, a Mage is able to disperse Ki through the epimysium of the skeletal muscles and cause massive depolarization of the muscle fibers which causes the body to utilize all myofibrils during contractions. This can give a Mage an extra 20% increase in brute force, but this comes with a cost. Because a Mage is overriding the body’s natural defense mechanism of not utilizing all muscle fibers, prolonged use of this spell can result in extreme tearing of the muscles and related torque injuries.
	+ **Aldo Mena: Nutriment**- but utilizing substrate substitution or Ki catalysis on the adrenal gland, a Mage is able to increase their levels of cortisol, a steroid hormone. One this spell is in effect, the body will begin gluconeogenesis, allowing the body to have an increased supply of "fuel". Although this can increase the output of muscles, but giving it the copious amounts of energy it needs, it is one of the more risky spells to use; as prolonged use can increase water loss, increase protein and bone degradation, and decrease immune and healing functions. So this spell is best used for a quick boost in power on a final hit.
	+ **Aldo Mena: Inspiration-** By increasing production of erythropoietin in the kidneys and liver, the body is signaled to begin erythropoiesis, or the creation of red blood cells. With physiological meliorism a mage is able to increase their erythropoietin levels to hypoxic condition, which is about 10,000 mU of the hormone per milliliter of blood. This increase red blood cell production by almost 1000 fold, giving the mage a greater capacity for gas exchange, allowing their muscles to perform aerobic respiration and prevent the build up of lactic acid, which causes soreness.
	+ **Aldo Mena: Vitality**- Activating this spell will increase metabolic rate, protein synthesis, bone growth and repair, and increase the body's sensitivity to hormones like adrenaline. The manipulation of these hormones, via substrate substitution or Ki catalysis, will increase protein, fat, and carbohydrate metabolism of the mage's body and improve how cells use energetic compounds.
	+ **Aldo Mena: Vigor**- Manipulating the hormone produced by adipose tissue, a mage is able to increase the concentration of Leptin going to the hypothalamus. Using this spell helps slow down appetite, speeds up lipolysis, and maintain energy homeostasis allowing a mage to fight without fatigue for a greater period of time, while still maintaining substantial enough energy to fight at peak performance.
	+ **Aldo Mena: Overhaul**- Concentrating their Ki on the anterior pituarity gland, a mage can stimulate release of Growth Hormone (GH) to stimulates growth, cell reproduction, and cell regeneration. This allows a mage to recover from injuries and minor wounds within a matter of seconds. The effects of this spell is only highly effective on superficial wounds, yet it can help with deep wounds by increasing the healing process exponentially related to the amount of Ki output.
	+ **Aldo Mena: Alleviate**- This is a two fold modification that helps with releasing greater concentrations of enkephalin, a pain suppressant. This is one of the more difficult spells to master if Taikuri wishes to grant instant pain relief. This can be done as a localized spell, or a generalized spell. Taikuri will modify their Ki to act as a substitute preproenkephalin, a signal peptide that will cause the cells to release proenkephalin. If wishing to use this a precaution, a user can stop this spell in the first stage and allow their body to naturally create enkephalin through the post-translational modification of proenkephalin. If wanting to grant instant pain relief, Taikuri may enter the second stage and use their magic to catalyze the proteases used to cleave peptide bonds on proenkephalin and greatly reduce the time for the opioid peptide to take effect.

**Expert Hand-to-Hand Combatant**: Taikuri has repeatedly shown his prowess in agility and speed, and when coupled with his impressive strength, his punches are unexpected and bruise-forming. Additionally, he is quite inventive—coming up with creative attacks on the spot to launch against his enemies, finding ways to use the targets own body against them to help make up for his size. He can also change the flow of his fighting style, making it an aggressive and straight forward attack style, to fluid and acrobatic motions while using pinpoint accuracy and lethal strikes. Taikuri excels both in power, using strong and precise punches, such as power packed jabs or piercing uppercuts, to deal damaging blows to his opponents; but also puts a major emphasis on speed, agility, and ferocity by using head-height kicks, jumping and spinning kicks, and fast punching techniques by utilizing the whole upper body and waist rotation to maximize power, which increases impact force and damage. Once he catches an opponent in his combos, he keep them trapped by increasing the rate of his strikes in a seemingly unpredictable manner, not allowing his opponents a chance to block or counterattack. He has even taken in the techniques of sumo wrestlers, called Nekodamashi, to help disrupt the rhythm of defense for his opponent, creating opening for subsequent blows to land. Taikuri movements are consistently changing in such as quick manner that even the most observant of opponents have trouble following and blocking his hits. Due to Taikuri's relatively secret and calculated nature, he does not feel the need to employ hand to hand combat often, and will only use these techniques when evading blows, as he has a sophisticated understanding of how the body moves in various styles of combat due to his extensive training in the area.

* **Capoeira**: Being a fast and versatile martial art, this style emphasizes using the lower body to kick, sweep and take down an opponent, while the upper body is used assist those movements and occasionally attack as well. The series of complex positions creates an uninterrupted flow, in order to strike, dodge and move without breaking motion, giving it the characteristics of unpredictability and versatility. The defense is based on the principle of non-resistance, meaning avoiding an attack using evasive moves instead of blocking it. This fighting strategy allows quick and unpredictable counterattacks, giving the mage with the fastest reflexes the upper hand.
* **Aiki-jūjutsu**: Like other forms of jujutsu, it emphasizes throwing techniques and joint manipulations to effectively subdue or injure an opponent. With his rather quick reflexes and movements, Taikuri is able to blend his defensive and offensive strike to fluidly neutralize an attack's effectiveness and to use the force of the attacker's movement against him. Some of the art's striking methods employ the swinging of the outstretched arms to create power and to hit with the fists at deceptive angles, this can easily level an opponent by striking vital points. This way Taikuri is free to use his knee to pin his opponent, while leaving his hands free to access weapons or to deal with the threat of other opponents. When combined with Capoeira, Taikuri can be highly lethal when subduing an opponent by alternating between the swift kicks of Capoeira and the damaging blows done by Aiki-jujutsu.
* **Ki no Michi**  **(**木の道, *Ki no Michi lit. "The Way of the Tree"*) is a martial arts style created by the monks of the Minstrel Mountains. It is said that the monks created it to be an integration of their martial arts practices and the personal expression of their philosophy to "live like that of a tree. Staying sturdy with deep roots, even in the face of a growing storm or scorching sun." This fast paced, flexible style of martial arts focuses on neutralizing an attack early on or using Taikuri momentum and predicted trajectory to dodge said attack for a counter. It emphasizes a majority of throwing techniques and joint manipulations, although the use of a mages *Ki*, later realized to be Ki, is of great importance when delivering an effective block or counter. Also of particular importance is the timing of a defensive technique, either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. This means that a mage must be of fast body and mind in order to read an opponent’s intentions and movements in order to effectively block.
	+ **God Cedar Cranial Descent** (神杉頭蓋降下, *Kamisugi Tōgai Kōka*): Working best as in immediate counter move to follow an opponent's momentum, however, this move does require a great deal of strength to aid in the execution. As an opponent comes in for an attack, the mage will target the leading foot and scoop one the opponent’s thighs with their free hand. Using the opponent’s momentum to aid in their ascension, the mage will lift their opponent upside down so that their head is the closest point of contact to the earth. The mage will then proceed to drop to their side or back, driving the opponent into the earth on their neck and shoulders, or on the top of their head. If executed properly this move will follow one fluid motion and can leave the opponent with severe dizziness, a concussion, cracked cranium, paralysis, or even death if the opponent happens to land in such a way.
	+ **Great Banyan Dance** (大きなガジュマルの踊り, *Ōkina Gajumaru no Dansu*): Beginning with an Ki pulse from a low-rise kick to the opponent's sternum, a mage is effectively knocked up into the air. Afterwards, the practitioner's moves will differ based on the opening they see. They will typically swivel gracefully to land a kick to the left side of their opponent. This will shift the opponents center of gravity on their fall to cause them fall on their side. On the opponent’s decent, a backhand strike to the face will shift the opponent's body to be parallel with the ground. It finishes with a Ki infused punch to the gut upon the opponent’s impact with the ground. This final blow has been seen to break ribs, and never fails to knock the wind straight out of their lungs. Mages have been seen infusing their own magic into the hits to make this dance much more lethal and powerful.
	+ **Jaya Sri Maha Kick** (ジャヤスリマハキック, *Jayasurimahakikku*): Once the practitioner is able to see an opening, they focus a great deal of Ki into their leg for power, while also maintaining their center of balance and delivers a kick at the opponent's weak spot. The only major weakness of this technique is that Taikuri has to focus a great deal of Ki into their legs, forcing them to lower the power given to their arms; this can be covered by an X guarded stance, or use the free leg to block as well. With the swiftness and power concentrated into the leg, this is easily break bones if an opponent holds no defensive protection. This is also a versatile skill that can be used to launch a practitioner into the air with a vertical distance of 45 feet.
	+ **Jōmon Sugi Thrust** (縄文杉の推力, *Jōmon Sugi no Suiryoku*): This technique begins with an open palm uppercut to the opponent's chin at close range. Once the hand is placed against the opponent's chin, the free hand is then used to strike the connected elbow. The force created from both hands is now behind a single point that's in contact with the opponent's chin. Since the hand is already in contact with the opponent's chin, they won't be able to evade the second hit. This is a skillful move to evade a grasp, as your opponent is within range and would not be able to stand the backward force to their spinal column without releasing their hold.
	+ **Chankiri Revenge** (チャンキリ復讐, *Chankiri Fukushū*): With one arm cocked back, and the other extended forward, the practioner throws a punch from the drawn-arrow stance. The mage delivers a swift punch forward to the chest, using a pulse of Ki to knock the wind out of the chest. A swift turn of the hips will send the other hand to dig into the heart with wrist bent and elbow facing downward. The end result can lead to cardiac arrest from blunt trauma to the heart. This move does take a great skill of precision to deliver the second blow through the spacing of the ribs. So a mage must practice on a multitude of targets before delivering such a fatal blow.
	+ **Kannimara Chord Cut** (カニマラコードカット, *Kanimara Kōdokatto*): while in a fighting stance, the lead fist is thrown straight ahead and the arm is fully extended. With fingers extended outward, Taikuri covers their hand in a coat of Ki; at the moment of impact, the pronated hand is generally held in a horizontal orientation with the palm facing the ground. The power of this attack comes from it's ability to cut the vessels of it's opponent when executed with enough force. Using two fingers can cut off blood flow until the pressure is released, three can cause severe bruising, four fingers can cut superficial nerves and vessels, and 5 finger can damage muscle fibers.
	+ **Tembusu Mania Blitz** (テンブスブリッツマニア, *Tenbusu Burittsumania*): This strike follows a downward push of the target's own strike by applying fierce pressure to the joints of the target's striking limb and causing it to lose its consecutive momentum. Afterwards, fighter had to stiff his body to its utmost limits on the moment of impact. When the practitioner uses it at the right moment in a strike, all of his joints will be fixed. Although difficult, if done correctly,they will strike with the weight of their whole body. When the strike is covered in Ki, and comes in contact with the water that makes up the human body, it sends a shock wave through the body that can temporarily paralyze the target.

**Spear/Staff Specialist**: His ability to wield a staff are almost comparable to that of a master, as he has practiced with it for many years. He can be seen utilizing fluid motions when he is wielding his k'rik, giving his attacks a sense of grace, as well as a seemingly endless array of potential strikes. By slowing his breathing down to match his opponent's Taikuri is capable of entering a state of keen awareness of his opponents moves, basing it on the pattern and alteration of their breaths. His stance can alter between one for countering his opponent's moves by using the shaft of his spear to deflect attacks away; or he can lower his spear toward the ground to execute various Ki defenses, like Defenser. It is this lowered stance Taikuri becomes far more deadly, as he is capable of blocking attacks from any direction as well as being able to attack with a swift raise of the staff. He is able to perform as a dual-handed spearman, capable of using each hand to fight and throw his opponents off guard. When using his staff he has shown a master usage of Sojutsu and Bojutsu, with a mastery in Torunku Ryu, and has even gone as far being capable of moving his spear fast enough to deflect projectiles. His ability to perform tremendously powerful and precise strikes, launch several consecutive strikes in a matter of mere moments, and versatility against opponents has given him the skill to render many of his targets unable to fight by striking and paralyzing the joints needed to wield a weapon.

* **Torunku Ryū**: The offensive aspects of the style focus on conditioning Taikuri on an instinctive basis to, when fighting with a pole weapon, always keep the opponent within a certain zone of attack to optimize offense while still retaining the ability to defend oneself. By keeping the opponent a comfortable distance away Taikuri is able to focus more on offense. Taking advantage of the extended reach of the staff, Torunku-Ryu holds a distinct advantage over weapons with shorter reaches, besetting the enemy with a relentless flurry of vigorous assaults at range. In the interest of pressing the advantage, practitioners of this weapons form are able to close considerable distance in a short space of time relying on pure agility as long as the opponent is within 15 meters of their position. Because of the extended reach of the weapons used in this form Taikuri is able to deliver attacks faster than the time it takes for an opponent to cast a spell, forcing the mage to attempt to physically dodge or block Taikuri's strike. Thus, this weapons form is extremely effective in closing the distance and forcing a direct physical confrontation. A master of such art can fight fluidly with two polearms at once. The draw back to this form is that Taikuri will not be able to fight quite as effectively in extreme close quarters, nor can the advantage be maintained if the opponent's weapon is sufficiently heavy or of similar length to Taikuri's. Torunku Ryu is also excellent at defense and evasive maneuvers. The defensive aspects of the style rely on perception and awareness of surroundings. By using deceptively quick sweeping movements Taikuri is able to divert force away from their body easily by simultaneously shifting into the least accessible position while also not confronting the force directly when necessary. This can work to defend Taikuri even from extremely swift assaults. Taikuri can easily alternate between offence and defense, as this form allows for fluid transition. In addition, Taikuri is trained to whip the staff around their body so quickly, they are able to block multiple projectiles from several directions easily so long as none are fired from a blind spot. This form is less effective in close quarters or in tight, confined spaces with places to potentially catch the staff weapon and halt its movement. Adept skill in the style allows Taikuri to fight on par with close range combat masters on equal terms, and mastery of the style allows Taikuri the ability to fight on equal terms with nearly any opponent.
* **Bōjutsu**: The basis of bo technique comes from thrusting, swinging, and striking techniques that often resemble empty-hand movements, following the philosophy that the bō is merely an "extension of one’s limbs". Bōjutsu attacks are often avoided by agile footwork or jumps and returning strikes made at the enemy’s weak points. The bō is typically gripped in thirds, and when held horizontally in front, the right palm is facing away from the body and the left hand is facing the body, enabling the bō to rotate. The power is generated by the back hand pulling the bō, while the front hand is used for guidance. When striking, the wrist is twisted, as if turning the hand over when punching. Bō technique includes a wide variety of blocks, strikes, sweeps, and entrapments. The bō may even be used to sweep sand into an opponent’s eyes.
* **Sojutsu**: Sojutsu focuses on the various uses of the spear in combat, and is one of the principle stance and holding techniques for those who learn the spear. Generally speaking, there are many kinds of spears or, *Yari*, that a mage can use within combat, however, nearly all of them are used in the same way. Taikuri holds the bottom of the shaft with one hand and uses the other one near the middle. With the spear held like this, Taikuri can keep the weapon between himself and the opponent, giving him a great advantage, and can also move it out of the opponent's range and slash back at them easily.

**Grandmaster Swordsmanship:**  Taikuri's power with a weapon is able to produce shockwaves from his strikes, giving him tremendous cutting power capable of effortlessly slicing through defenses while pushing enemies to their absolute limits. His attacks are typically that with a large, quick, sweeping movements, using his dagger to cleave through opponents with every strike. In order to draw his enemies in to allow for the use of this power, he is noted to have a very unorthodox fighting stance with his blades at times. If he doesn't finish them off from the shadows, he will bend his knees and will separate his feet at a shoulder distance to make him a bit smaller and wider while facing the enemy. He will keep a front face to the opponent, rather than the convention side face, making him appear to be a larger target to the enemy. However this opening stance is only meant to entice many enemies to rush in after seeing the broad target Taikuri makes of himself. Due to the enhancements of his Ki in giving him unimaginable speed and reflexes, Taikuri is easily able to switch from his front stance to a more orthodox stance in a matter of milliseconds, easily getting in a swift hit on his approaching enemy before he begins his execution. This taunting maneuver of his stance is more of a psychological attack, as it gets his opponent into a false sense of security, luring them into what could easily become a mass of lacerations from this renowned swordsman.

* **Master Iaijutsu**: One of the principle sword techniques Taikuri has at his disposal, this technique is by far his most proficient. Iaijutsu is a combative sword-drawing art, but not necessarily an aggressive art, because iaijutsu is also a counterattack-oriented art. Iaijutsu technique may be used aggressively to wage a premeditated surprise attack against an unsuspecting enemy. This fits in well with Taikuri's nature as she is never one to initiate attack without reason, and this art allows him to focus on counter attacks.
* **Jikishinkage-ryū**: This is mainly learned to teach a mage footwork and breathing. The footwork used in the Jikishinkage-ryū style and can be translated as *law, rule or method (for) transporting, conveying or carrying ('walking')*. It is stressed that both feet stay firmly planted on the ground at all times. The kiai consists not only of the shouting, like most martial arts, but of the proper way of inhaling and state of mind as well. Every kata has two distinct roles called uchidachi, the striking/attacking sword, and shidachi, the doing/receiving sword. Roughly, the swordsman draws a semicircle (upwards or downwards) with both their right hand (holding the sword), and their left hand (free). They finish the movement with his arms extended, the sword pointing upwards, and the free hand's index finger pointing downwards. They represent all the things in heaven and all the things in earth, and the practitioner in the center of everything. Another typical technique is both arms movement in which uchidachi raises with both arms and receives the subsequent uchikomi with the side of the blade. This results in thrusting the left arm forwards and turning both arms outwards to allow to absorb shidachi's cut which is in kiritsuki style like performed by a kaishakunin.
* **Hokushin Ittō-ryū**: Hokushin Ittō-ryū is a very intense dueling style, which focuses on simple and fast techniques where no unnecessary movements are made. Controlling the enemy’s center line with the Kiri-Otoshi and dominating him with extremely fast tsuki-waza are the signature techniques of this ryūha. The principles of this style are that a perfect technique should contain defense and offense in one action.
* **Air Slicer** *(エアスライサー Easuraisā)*: His power with a sword is on par with that of any branch master, and she can also put forth a great deal of power behind his strikes. An example of this is his power to swing his sword with such great force that it creates a concentrated air current that is capable of slicing through objects in his path; regardless of if the blade actually hits the target or not.
* **Shield Breaker** (シールドブレイカー, *Shīrudo Bureikā*): Shield Breaker is one of Taikuri's most powerful sword attacks; when using it, Taikuri charges Ki into his blade, then he unleashes a mighty overhead slash, which causes a decent-sized explosion of energy upon impact. Taikuri takes a bit of recoil from the explosion, but because it is his own magic, the effects are minimal. This is capable of breaking through even the toughest of S Class defenses, hence its name as a shield breaker.
* **Marvelous Combination** (マーベラスコンビネーション, *Māberasu Konbinēshon*): Marvelous Combination is a unique sword technique, as it consists of four different attacks chained together. The attacks simply change the motion trail of his sword, but swiftly moving the blade along with alternating wrist and pivot movements, it is extremely challenging to tell which angle the blade will be striking from. If the first hit connects, it is nearly impossible to escape the rest of the combo. This is a combination based on speed and misdirection, making it one of the most versatile moves for Taikuri.
* **Kitsune Slash** (狐スラッシュ, *Kitsune Surasshu*): Kitsune Slash is a sword technique which is most notable for it's quick execution; almost as fast as the speed of lightning. When using it, Taikuri quickly gathers his magical energy within his feet and leaps up, expelling the magical energy as a sort of boost, flying quickly upwards with his blade extended out horizontally beneath the enemy. Kitsune Slash is best used point blank if it's meant to be used as an attack, since there is a greater chance of hitting the target with the edge of the blade. Taikuri can adjust his trajectory anywhere from directly upward to a 45 degree diagonal on either side, at the expense of some vertical distance.

**Intelligence**:

**Resounding Strength**:

**Master Assassin**: Taikuri's most distinguishing characteristic, as well as the reason he was chosen to become an assassin, is the fact that he is able to move with an inconceivable amount of stealth; never faltering or emitting any form of unnecessary sound without effort. This isn't just due to his magic, although in order to be secure in his approach, he often employs it just in case. His peak acrobatics and agility make him a skilled mage at infiltrating the most difficult of compounds and evading superior defense systems. Over the years he has developed excellent tracking abilities, being able to see minute changes in scenery to detect a target's path of escape. Because he is so well versed in a variety of different methods to take out a target, it is very difficult for others to get the scoop on him and surprise him. He is able to mask his presence from even the most keen of sensory type mages, able to mask his Ki output so that he blends in with the background.This allows him to stay stealthy long enough to get close to his target and eliminate them.

**High Pain Tolerance and Heightened Sensation**: Taikuri has shown excessively high pain tolerance, with markedly decreased endogenous concentrations of nociceptin (pain-activating neurotransmitter) and extraordinarily high levels of enkephalin and anandamide (natural biologically-occurring pain relievers), which both serve to decrease pain reception. Furthermore, their thalamus show super-threshold afferent and efferent innervation, especially to the eye, ear, nose, and somatosensors, thus increasing the ability of their central nervous system to receive and integrate external sensory stimuli. This increased perception time, in combination with their heighten impulse speed, has given them a reaction time of 0.047; a time twice that of the average human.

**Impressive Stamina and Endurance**: When studied his muscles were shown to express extensive and continual neovascularization and increased mitochondrial proliferation, accelerating both short-duration and long-duration muscular contraction by capillary perfusion and readily available creatine phosphate. This ideal physiology grants him greater stamina, allowing him to operate at peak capacity for several hours without fatigue or assistance from his Ki. This has been obtained through countless years of high intensity interval training at various altitudes and conditions to expose his body to various environments to help shape it into that of an elite athlete. This training has also greatly affected his heart in a way that the size of his left ventricle is far greater than that of an average human; greatly increasing his stroke volume and cardiac output, allowing for him to send more hemoglobin rich blood to transport oxygen to his muscles and increase his endurance. When functioning at high intensities, such as during his sparing session with his guards, this comes in great help as this endurance training has helped his body maximize the efficiency in both his aerobic and anaerobic metabolism. This means that his body has an efficient metabolic cycle that can prevent muscle depolarization and can help keep up with the production of lactic acid that causes post exercise fatigue. His body will be able to stand a high level of exertion, such as long distance running, for a total of 12 hours without the need for a break. Taikuri thinks that he could potentially run for three days straight without feeling tired, with a speed of about 6.5 meters per second (14.5 mph), if he were to truly push his body to its limits without sleep. But is this endurance and stamina that allows him to outlast even the most conditioned of foes, and will prevent him from missing a step in combat due to physical or mental fatigue.

**Keen Body Regulation**: Taikuri has been known to control his breathing and heart rate to that of an arctic free diver. Having been trained in assassination techniques are expected to be able to regulate his breathing and body temperate to withstand the potential problems that would arise in the environments that the special operations organization is named after. One trick that he has learned is the ability to induce the mammalian diving reflex, which happens when your face is submerged in cold water, outer blood vessels constrict, directing blood away from the extremities and towards the heart and brain. The heart rate slows, reducing the rate at which oxygen is pumped around the body. By controlling his muscle contractions and his mammalian diving reflex, he is even able to survive in cold environments for an extended period of time by directing blood flow to his core. With training, Taikuri became an experienced breath-holders by being able to drop his heart rate by twice that of non-divers upon immersion in cold environments. He is now able to hold his breath for 11 minutes and 24 seconds in a stationary breath-holding competition, something that is also known as “static apnoea”. This also comes from the induced hyperventilation that allows him to perform a prolonged breath hold. This is because the brain monitors the amount of carbon dioxide in the blood to decide when to trigger the gasp reflex. Purging this carbon dioxide with rapid deep breathing increases how long you can go before the urge to gasp becomes irresistible. And his large lungs is a natural advantage, which can allow him to survive underwater, in toxic gas environments, or in high altitudes far longer than that of an untrained individual.

**Immense Durability**: His joints and bone structure have adapted to such strain he puts on his body, as the cells within his joints produce a higher amount of hyaluronic acid, lubricin, proteinases, and collagenases to increase the replacement of synovial fluid at an unimaginable rate. This helps cushion impacts on the skeleton, preventing Taikuri from suffering severe damage during hits far greater than that of the layman; giving him the ability to outlast other opponents in his missions. His body has also undergone extreme ossification of his bones due to the weight pushed upon them from constant training, allowing his body to act as a physical shield against the force of his opponent punches and kicks. This enhanced structure makes him resistant to blunt force trauma and allows him to fight beings with superior strength without being instantly decimated. This increased density allows him to withstand 5,000 Newtons (1,125 lbs) of force, that of a professional boxer’s hardest punch, without breaking; or even withstand the kick of a professional kickboxer, clocking in at a max of 9,000 Newtons, with only heavy bruising. One of the surprising factors of his durability comes from his mental clarity. He is able to prevent the tensing of his muscles and joints during a fall or incoming blow; the flexibility helping to cushion the impact on the spinal column, joints, brain, and internal organs. This mental control allows him to walk away rather unscathed from being thrown into a wall, or falling from a few stories up with the extent of only a broken bone or two.

**Master Acrobatic Skills/Superb Flexibility**: In order to become an elite assassin of the Hogi Family, one must be flexible like the willow branch. Taikuri is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, making feats such as flips and springs as easy as breathing, and allow him to get places that others might now. He can scale buildings in a fluid manner without making a single noise or missing a step on his ascent. Taikuri has been shown able to easily perform amazing acrobatic feats giving his the flexibility necessary to execute difficult physical combinations with no strain or discomfort. He has even been able to perform precise slashes with his dagger and kill the most burly of targets while using their bodies like a springboard to flip to the next target. He has impressive personal strength and phenomenal equilibrium, making him one of the more skilled mages; as accomplishing feats such as scaling a wall, evading trip wires, and leaping from roof support beams. His acrobatic skills make it even hard for people with superior speed to best him in combat. He is able to jump from one building to another and then performing an acrobatic roll to avoid the impact from damaging his body. Even on platforms that others would find unsteady, Taikuri manages to retain balance while switching positions without a single effort. He is able to perform any complicated sequence of gymnastic stunts with ease such as flips, springs, and twists.

**Incredible Speed**: His cardiovascular and respiratory systems have become far more efficient than those of a normal human due to repetitive training and conditioning. The chemical processes within his muscles are so highly enhanced and efficient that his body does not produce lactic acid or other harmful byproducts of respiration, or rather, it produces so little of it that it is almost negligible. His joints are smoother and lubricated more efficiently, as well as increased tensile strength on his tendons and muscle fibers to better suit that of high speed exertion; preventing him from getting injured due to the strain the high speeds potentially on certain places on his body. Even without the aid of his Ki for fuel for his running, he is able to travel 100 meters in a matter of 4.74 seconds, nearly twice the maximum capable speed of the most elite runners. Using his Ki as a potential fuel source helps him offset the increased energy requirement required to shift his weight load so quickly. His speed is one of his most formidable abilities, giving him the power to quickly subdue his opponent and counter any possible attack sent his way. The maximum limit of his speed has yet to be tested, but some believe that he would be able to keep up with a master of High Speed if he attempted to allocate enough magic. However, one of the most formidable traits of his speed, is his ability to stop on a dime and change direction. This nearly instantaneous shift in direction, requires a great deal of force to help move his momentum, something that puts a great deal of strain on his legs and internal blood flow. Though tests have shown that Taikuri has the perseverance of a fighter pilot when it comes to the force of speed put on his body. His body is capable of withstanding the immense pressure put on his vessels during his high speed travel, preventing him from collapsing when his blood flow is shunted away from his brain during something like a running jump. When put through a G-simulator, Taikuri was able to withstand a staggering 46.2 g’s before passing out, when the machine was accelerated to 632 mph in less than five seconds, and the subsequently stopped in just one second. His thalamus is also highly developed and has shown super-threshold afferent and efferent innervation, especially to the eye, ear, nose, and somatosensors, thus increasing the ability of his central nervous system to receive and integrate external sensory stimuli. This increased perception time has given him a reaction time of 0.047; a time twice that of the average human. With his speed and reaction times standing far above that of a normal mage, his ability to quickly take down a target rarely comes into question.

## Relationships

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## Trivia

* His appearance is based off Aram from Chain Chronicle.