Post by CHAMERU FUUN on Dec 17, 2013 1:00:57 GMT -5
HIGH SPIRITUAL POWER | chameru has high level of spiritual power that is consistent with that of a vice-captain. she can hold her own even in a location dense with more powerful spiritual energies, such as a captain-dominated battlefield, although she really cannot compare to the intensity of their spiritual power. when released, her spiritual pressure takes on a purplish hue and, rather than strike fear into those around her, generates an unexpected feeling of calm.
PRACTITIONER SPIRITUAL CONTROL | what chameru lacks is a masterful control over her high spiritual power. when she is able to take the time to focus it, fuun can manage the flow of her spiritual energy well enough to hide her location from others or release an outpouring of spiritual energy to catch her opponents off-guard. but during actual combat, she lacks the skill to consistently keep her spiritual pressure in check. it constantly fluctuates, which can be difficult to manage.
KIDOU NOVICE | chameru has never liked kidou. the chanting, the channeling, the grim incantations - none of it has ever appealed to the bubbly shinigami. her lack of control over her spiritual pressure has made it even more difficult to utilize these spiritual spells. she can manage the simplest spells but she refuses to practice them and so they're still relatively weak.
PERFECTED HOHO | chameru has had a special talent for shunpo since her reiatsu first manifested as a young spirit. her first use of the shunpo was entirely accidental but allowed her to traverse thirty-five districts in an instant. now she has had time to practice with the technique, which has only worked to boost her speed. fuun's proficiency with the flash step is a major contributor to her placement as a vice-captain (she would have easily been accepted into the onmitsukidō if not for the personality conflicts). utilizing her flashstep, she can travel long distances in seconds, dodge attacks, and even create afterimages. she is on-par, and may even exceed, some of the captains in the gotei 13 in terms of her speed. her agility, reaction time, and flexibility are also incredibly impressive and are heavily incorporated into her fighting style.
EXPERT HAKUDA | although she would prefer to fight with her zanpakuto, chameru is completely capable of holding her own in hand-to-hand combat. her technique is rather unorthodox and to many comes off as sloppy and untrained. she moves fluidly from one motion to the next, almost like a dance; she relies heavily on sporadic motions, acrobatic techniques, and speed in order to maximize her strengths as a physical combatant.
FORM (UNRELEASED): in its unreleased state, chameru's zanpakuto takes the form of a standard wakizashi. the handle of the blade is wrapped in pink and black tape in a checkerboard fashion. the sheath of the blade is entirely black. the sword's guard takes the form of a spiral. attached to the pommel is a small golden bell. chameru carries the zanpakuto on her waist.
SPIRIT: museimassha's true form is that of a medieval court jester. his skin is ghostly white, although only his face remains uncovered. black make-up covers each of his his eyes and beneath the left one there is a tattoo of a small red diamond. his lips are painted a similar shade of red but black wires have sewn his mouth entirely shut. he is abnormally tall, standing just over eight feet. he is always seen wearing a black and white harlequin's outfit. the hat atop his head has a similar color scheme and on the tip of each of the four prongs is a golden replica of a playing card suit: a heart, a space, a diamond, and a clove. his gloves and shoes are both red. museimassha always holds his index finger over his mouth as if to say "shhh." he never speaks.
INNER WORLD: the world that museimassha inhabits is a castle dungeon - albeit on a much larger scale. made entirely of stone, the only light that reaches into the prison is from the sun that shines through several small, barred windows scattered across the walls. skeletons of prisoners who have been long forgotten litter the floor and some are still chained to walls. in the middle of the dungeon is a throne made of of stone and bone; this is where museimassha quietly remains until chameru visits the inner world. a damaged crown rests atop the throne.
TYPE: kido.
FORM (RELEASED): once released, museimassha transforms into a pair of chakrams; hoop-like weapons, each two feet in diameter, with incredibly sharp outer edges. the outer ring of each chakram (the bladed portion) is gold colored, while the inner ring is a deep pink. these rings rotate around chameru's hands, although they can be held, by her, along the bladed portion if need be; because the zanpakuto is a part of her soul, no damage is done to her. fuun can also hurl these weapons at her enemies, controlling them with reishi strings, undetectable by sight alone, that allows her to manipulate their movements and then retract them when desired.
PRACTITIONER SPIRITUAL CONTROL | what chameru lacks is a masterful control over her high spiritual power. when she is able to take the time to focus it, fuun can manage the flow of her spiritual energy well enough to hide her location from others or release an outpouring of spiritual energy to catch her opponents off-guard. but during actual combat, she lacks the skill to consistently keep her spiritual pressure in check. it constantly fluctuates, which can be difficult to manage.
KIDOU NOVICE | chameru has never liked kidou. the chanting, the channeling, the grim incantations - none of it has ever appealed to the bubbly shinigami. her lack of control over her spiritual pressure has made it even more difficult to utilize these spiritual spells. she can manage the simplest spells but she refuses to practice them and so they're still relatively weak.
bakudō #1: sai (塞, restrain): the user points her index and middle fingers at the intended target(s), causing the target's arms to lock behind their backs. the spell is usable on a single target or a significantly large group of people.EXPERT PERCEPTION | while she might seem like an airhead - and she definitely is - chameru is actually a smart fighter, much to the surprise of her opponents. she's incredibly observant, able to focus on even the tiniest details of situation, and she is a pro at detecting even the slightest change in atmosphere (probably from all those spot the difference puzzles). her intuition is almost always right on the money, as well, which helps her in analyzing a fighting style and creating a usable counter-measure in no time at all. and, of course, she can sense the reiatsu of others - even those who may have weakened or camouflaged spiritual pressure (although this isn't full-proof).
bakudō #4. hainawa (這縄, crawling rope): generating a crackling yellow energy rope within her hands, the user throws it towards the opponent. the energy winds around the opponent's arms and body, immobilizing them.
hadō #1. shō (衝, thrust): as the user points at her target with her index finger, a small amount of energy is dispelled from the tip with enough force to thrust a considerable amount of kinetic force at a target, pushing them back several feet.
PERFECTED HOHO | chameru has had a special talent for shunpo since her reiatsu first manifested as a young spirit. her first use of the shunpo was entirely accidental but allowed her to traverse thirty-five districts in an instant. now she has had time to practice with the technique, which has only worked to boost her speed. fuun's proficiency with the flash step is a major contributor to her placement as a vice-captain (she would have easily been accepted into the onmitsukidō if not for the personality conflicts). utilizing her flashstep, she can travel long distances in seconds, dodge attacks, and even create afterimages. she is on-par, and may even exceed, some of the captains in the gotei 13 in terms of her speed. her agility, reaction time, and flexibility are also incredibly impressive and are heavily incorporated into her fighting style.
EXPERT ZANJUTSU | like most officers of the gotei 13, chameru is highly skilled with her zanpakuto. it's like an extension of her own soul, you know? unlike most shinigami, however, fuun would much rather release her zanpakuto right off the bat. she is far more deadly when her blade is released into its shikai state than when it remains unreleased.
utsusemi (空蝉, cicada): the user moves at great speed to avoid an attack, leaving an afterimage which can appear to have taken damage.
baundo (bounce): [original technique.] the user utilizes a succession of flash-step movements to ricochet themselves off of solid structures or solidified spiritual energy entrapping their target(s) while simultaneously striking them with their zanpakuto or hakuda techniques; the attacks come so rapidly and from so many different angles that most cannot effectively guard themselves against this ability.
EXPERT HAKUDA | although she would prefer to fight with her zanpakuto, chameru is completely capable of holding her own in hand-to-hand combat. her technique is rather unorthodox and to many comes off as sloppy and untrained. she moves fluidly from one motion to the next, almost like a dance; she relies heavily on sporadic motions, acrobatic techniques, and speed in order to maximize her strengths as a physical combatant.
ZANPAKUTO
NAME: museimassha (silent jester).FORM (UNRELEASED): in its unreleased state, chameru's zanpakuto takes the form of a standard wakizashi. the handle of the blade is wrapped in pink and black tape in a checkerboard fashion. the sheath of the blade is entirely black. the sword's guard takes the form of a spiral. attached to the pommel is a small golden bell. chameru carries the zanpakuto on her waist.
SPIRIT: museimassha's true form is that of a medieval court jester. his skin is ghostly white, although only his face remains uncovered. black make-up covers each of his his eyes and beneath the left one there is a tattoo of a small red diamond. his lips are painted a similar shade of red but black wires have sewn his mouth entirely shut. he is abnormally tall, standing just over eight feet. he is always seen wearing a black and white harlequin's outfit. the hat atop his head has a similar color scheme and on the tip of each of the four prongs is a golden replica of a playing card suit: a heart, a space, a diamond, and a clove. his gloves and shoes are both red. museimassha always holds his index finger over his mouth as if to say "shhh." he never speaks.
INNER WORLD: the world that museimassha inhabits is a castle dungeon - albeit on a much larger scale. made entirely of stone, the only light that reaches into the prison is from the sun that shines through several small, barred windows scattered across the walls. skeletons of prisoners who have been long forgotten litter the floor and some are still chained to walls. in the middle of the dungeon is a throne made of of stone and bone; this is where museimassha quietly remains until chameru visits the inner world. a damaged crown rests atop the throne.
SHIKAI
RELEASE: warai! (laugh!)TYPE: kido.
FORM (RELEASED): once released, museimassha transforms into a pair of chakrams; hoop-like weapons, each two feet in diameter, with incredibly sharp outer edges. the outer ring of each chakram (the bladed portion) is gold colored, while the inner ring is a deep pink. these rings rotate around chameru's hands, although they can be held, by her, along the bladed portion if need be; because the zanpakuto is a part of her soul, no damage is done to her. fuun can also hurl these weapons at her enemies, controlling them with reishi strings, undetectable by sight alone, that allows her to manipulate their movements and then retract them when desired.
tsukuriwarai (forced laughter): passive. upon release, museimassha immediately begins to secrete a colorless, odorless liquid toxin from the bladed outer rings of its chakram form. this toxin works as both an analgesic and a stimulant for endorphin production. when struck by the poison-coated blades of the chakrams, the victim will feel no physical pain in the area, due to the numbing nature of toxin; but, in the process of piercing the skin, the poison is also able to slip into the bloodstream, which then travels to the brain. the brain is then prompted to begin production of endorphins, specifically encouraging the sensation of laughter in the victim. each cut injects more and more of the toxin into the victim's body, which then increases the sensation of laughter; eventually, enough of museimassha's poison is infused into their body and the laughing sensation is so great that the victim will be unable to contain themselves. they may begin to lose focus; find themselves unable to breathe; experience painful sensations in the jaw, stomach, and chest; and/or suffer from heavy blood loss that is further encouraged by the intensity of the laughter. eventually they victim will completely succumb to the effects of the poison and will literally die laughing.