Loki Kisei

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"The bright lure of freedom diminishes your life's joy in a mad scramble for power, for identity. You were made to be ruled. In the end, you will always kneel."

Basic Information
Name: Loki
Title: N/A
Gender: Male ♂
Age: N/A
Height: 187 cm ( 6'1" )
Clan: Kisei
Nindo: Yellow Flash
Appearance//Personality
Loki saunters with a lithe and sinewy grace that belies his true athleticism. Though his physique may seem unassuming, it's his emerald eyes that reveal his cunning, evoking the slyness of a serpent and a subtle nod to his heritage in the house of Slytherin. His raven-black hair is rarely seen, like a shroud of mystery cloaking his every move. His fingernails are painted in the same pitch-black hue, a sharp contrast against his pale alabaster skin. But it's his infamous devious smirk that truly sets him apart, a grin that could rival the devil himself and harboring secrets as dark as the deepest abyss.
In the past, he crafted himself an outfit, which appeared to be made of a simple cloth of forest green. But upon closer inspection, the threads revealed themselves to be intricately woven with ancient magic, imbuing the garment with a power beyond measure. A large leather belt adorned with golden rings cinched around his waist, while black leather gloves with fur-trimmed wrists hugged his hands. His leggings were fashioned from an unknown metal, adding an element of mystery to his already enigmatic persona. But it's his helm that captures the attention of any who gaze upon him. Golden in color, it boasts two formidable horns curving outwards and four long braids flowing from it.
Loki is a man of cunning and guile, with little respect for the feelings or desires of others. He's adept at twisting emotions and using them to his advantage, allowing him to cut through the chaff and focus on what's truly important in any given situation. He possesses a sharp intellect and an acute mind, and is pitiless and obstinate in his pursuit of his goals, crushing anyone who stands in his way without a second thought.


Village of Birth:
  • Hogsmeade
Village of Alliance:
  • N/A
Ninja Rank:
  • Jōnin
Chakra/Health:
  • 2600/200
Specialties:
  • Chakra Fortification ( Mahou )
  • Apex Tracker ( ×2.5 )
  • Apex Speed Resistance
  • Apex Genjutsu Defense
  • Mythical Swordsman
  • Yang
Attributes
  • Mind: 5
  • Body: 5
  • Spirit: 5
  • Agility: 5
  • Dexterity: 5
  • Vitality: 1 ( Health )

Skills//Abilities


Elemental Ninjutsu


Basic 5
Entropy
Breakdown
Ichor
Universal Abilities
Ninjutsu
Genjutsu
Taijutsu
Kenjutsu
Bukijutsu
Kaito's Taijutsu
Med Ninjutsu
Fūinjutsu ( Advanced )
Snake SC
Maned Wolves CSC
Red Kāma
Inton
Yōton
Other/CFS
Mahou
Titanomachy
Renewal Taekwondo
Hojojutsu/Nawajutsu
Way Of The Bisento
History

Born into a lineage of powerful wizards, Loki was a prodigious child, impressing his mentors with his natural aptitude for spells and incantations. Yet, as he grew older, his interest turned towards the forbidden aspects of magic, delving deeper into ancient tomes and grimoires that concealed the most dangerous and powerful spells.
As he probed the abyss of dark arts, Loki grew more secluded and distant from his family and peers. Spending endless hours in secret practice, his mind was slowly consumed by the eldritch knowledge he acquired, and his conduct grew increasingly erratic.
Eventually, Loki cast off the last vestiges of his old life and fully embraced his malevolent nature, swearing fealty to the pursuit of power at any cost. Over time, Loki became a fearsome and infamous figure in the world, feared and reviled by all who knew of him. He pursued his vile ambitions with insatiable fervor, hoarding limitless knowledge and might, which he wielded with devastating impact.

Other
Kisei/Mahou
Loki possesses very powerful and potent Mahou that is further augmented by his wand, which is made from Hawthorn and Thestral Tail Hair, allowing him to specialize in Dark Arts and Lightning and utilize them non-verbally and through wand movements alone. He is also a skilled Legilimens and carries several Potions in vials with him at all times ( 2 Ravenclaw & 1 Hufflepuff ) that can be easily crushed when necessary.

Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.
A rank
Hufflepuff's Elixir


  • An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.
Ravenclaw's Elixir

  • A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.
S rank
Gryffindor's Elixir
  • A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.
Slytherin's Elixir

  • A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.
Weapons/Fūinjutsu
Loki has several seals on his body with varying effects that both aid and enhance him in battle. He also carries several tools, weapons and pills with him at all times, related to various techniques or fighting styles, such as having his body wrapped in ropes/cords/chains to utilize Hojojutsu or special armored plates with seals on it related to Titanomachy. In addition to this, Loki has a special breed of enhanced snakes, which he is able to summon instead of normal ones.

Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 5 for Custom Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Myōhō Muramasa is a legendary sword wielded by Izuna Uchiha and functions as the sister weapon to Madara's Gunbai. Myōhō Muramasa appears as a normal katana with an Uchiha symbol on its hilt. Offensively, Myōhō Muramasa can be used to release Fire Release techniques from it's blade with just a swing, however only up to A rank. Due to this being a sword, it naturally can be used for Kenjutsu purposes. Myōhō Muramasa much like its counterpart is virtually indestructible. This sword also allows Izuna to be able to use techniques such as ( Uchihagaeshi ) - Uchiha's Return.
Note: Can only be used by Izuna Uchiha.
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: Equal to jutsu
Description: When an energy wave touches the user, be it the effects of a foreign ninjutsu or a defensive pulsating effect, a dormant seal triggers. The purpose of this seal is simple in it's usage and execution: when the foreign chakra nears the user's body, this seal triggers and a thin, unnoticeable to the human eye, layer of adhesive like chakra is released. The purpose of this is to "catch" the chakra of the aforementioned ninjutsus and bind it in place, preventing it from continuing it's actual effect. By doing this, the user both stops it as well as holds the chakra in place while the adhesive chakra quickly corrupts and eats the chakra within the jutsu, before rebounding it as a pure of raw chakra (travels at the speed of an average Wind jutsu), aiming to blast backwards in the direction it was released. Should the jutsu the user contained with this be of a defensive or supplementary nature, this jutsu will cause no damage to the target, instead it will negate it's usage.
Note: This is able to affect Ninjutsu of S rank and lower.
Note: This seal can be released up to 4 times per battle with a two turn break in usage.
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.
Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu
Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique end
Type: Supplementary
Rank: S
Range: Self
Chakra: N/A (-40 Upon Activation)
Damage: N/A
Description: Reverse Inverse is a very intricate fuinjutsu technique, applied to the users body as a body seal. This technique is used in response to techniques that bind the users, this ranges from anything such as genjutsu or yamanaka techniques all the way to a fuuinjutsu , physical handcuffs or even an earth technique that physically binds the user (This applies to any elemental technique that binds/hinders the user). Upon being the binded, the seal will instantly activate, flooding chakra. If the user is binded by elemental means or physical means, chakra will flood into the technique or weapon breaking it, dispersing it or destroying it as a whole. If the technique is mental, it will flood the users body with chakra, refreshing the users chakra network system. This will break the mental binding.
Note: Technique can only be used once
Note: Must State this in bio, or start of bio.
Note: Cant use any fuinjutsu above S rank in the same or following turn.
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 50(-70 toward user's base chakra at start of battle)
Damage Points: (100 to enemies if caught within pulse )
Description: Taking the user's Fūinjutsu to the next level by infusing a seal with Breakdown Release. The user will create a unique sentient seal that is placed on the users body but never stays in the same place, constantly moving around the users body. This seal is simple in it's application, it's goal is to hunt Yin chakra, named after the Greek Goddess of the hunt, Artemis. This seal contains 70 Breakdown chakra within it, stored there before the fight. This seal being sentient can release all the chakra out in a short range pulse from where it is on the user. Pushing out in all directions, this pulse's purpose is to completely push away Yin chakra that isn't the users, cleansing his short range of any foreign Yin chakra, from the Hungry Ghost and it's effect, to Phantom Dragons. Unless it has more than 70 chakra within it, it will be pushed away, allowing the user to cleanse himself and the area around him. Though there is a second effect of the seal.
Though it cleanses the user of foreign Yin chakra, if anyone should be within short range of the user when the pulse is released, their body will be overwhelmed with the Breakdown chakra, adding an effect to them known as "Prey". Prey will wash over foreign entities, overflowing their body with Breakdown chakra similar to the 8 Branches technique. This will knock the opponents chakra out of balance pushing at their Yin chakra preventing them from using Yin Release, Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu) above A rank for two turns. Should this hit anyone but the user, it will cause damage to them, burning them on contact.
Note: The release can be done twice per battle. Once it's been used, the seal will sap 14 chakra per turn from the user until it's gained its 70 chakra back before it can be used again. When used, no Fuuinjutsu S-rank and above can be used in the same and next turn. If successfully damaging to an opponent, this penalty extends to one additional turn, with no Fuuinjutsu in the same turn. No Yin Release techniques or Genjutsu may be used by the user during the same turn activated, due to the surge of Yang chakra through the user's body.
( Hebi Kuchiyose: Sentaku-shu ) | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D - S
Range: N/A
Chakra Cost: 10 - 40 ( Depends on rank of summons )
Damage Points: N/A
Description: The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.
Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
Theme Music//Battle Record
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Won:N/A
Lost: N/A


Approved 02/19
 
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