Post by mastamus on Jan 18, 2014 21:41:45 GMT -5
masteriesVAST SPIRITUAL POWER| Thanks to the late Cero Espada, Mastamus has attained a height he never thought possible. Mastamus' spiritual power is incredibly volatile and twisting, holding a inky black color which weaves out like ink within water when it leaves him. It holds no color and seems to reflect light, causing a distortion of color around what his reiatsu touches, turning it black and white as it wanders near an object.
NOVICE SPIRITUAL CONTROL| Because of the large leap in spiritual power that Mastamus managed to attain thanks to the consumption of the late Cero Espada, Mastamus lacks much control over his spiritual power. He can manage just barely to contain it to reasonable restraints, however even then it's pushing it.
PERFECTED AGILITY| Mastamus' agility has been pushed far beyond even a mastered length. To overcome the barrier of agility mastery, Mastamus used Sonido to move at all for three hundred years, making it so natural to him that it would be like moving. Mastamus even outside of using Sonido is quicker then the eye can usually track, bordering nearly on transportation when he chooses to go into a sprint.
MASTERFUL PERCEPTION| Mastamus over the time of his evolution learned to track and violently murder those who he wanted the forms of, and for them not to have it themselves. Because of such, Mastamus' mind, body and soul are completely intune with any situation whatsoever, and while he has blindspots, Mastamus notices anything from the flicker of air to the shift in light on his back, giving him very keen senses.
EXPERT WEAPON SKILL| Mastamus' Zanpakuto, while being incredibly unlike a weapon, can become one, and as thus, has been used religiously on the occasion that is needed. To properly kill someone without them knowing, and ontop of that to have it as a backup plan to use it if that fails, Mastamus has trained and fought in combat to become an expert in the art of using his weapon.
PRACTITIONER HAND TO HAND| At one point, Mastamus didn't have a weapon, not even his Zanpakuto. Through his time as a natural hollow and not an Arrancar, Mastamus didn't have any other options then to beat or strangle the life out of his victims. Because of this, Mastamus is an expert in the use of fist fighting, and while he knows no actual formal training, could easily best those who he chose to hunt.
hollow skillsCERO| Mastamus, like most other Hollows, has the natural ability known as "Cero". Mastamus' Cero however has remained much unchanged even with his sharp increase in power, and remains the same appearance and color as any other Cero, which is a bright neon red and boasts no horrendous power that is outside of his spiritual power (which admittedly defeats the purpose of calling it weak).
BALA| Mastamus has also the use of Bala, which is similar to his Cero in the sense that it has remained unchanged in it's neon red color and it's appearance. It still abides to his spiritual power and is scaled to such, however it lacks any real "oomph" in comparison to those who would have chosen the path of spiritual potency.
BLACK TONGUE| Mastamus' true skill lies in his, well, lies. Mastamus has the ability to intricately and delicately apply spiritual pressure to all the words he speaks, more or less allowing him to "imply" emotions on the person he is verbally speaking to. His voice changes into a much more silkier and calm sounding voice, and moreover this isn't recognizable to the person he is speaking to, however those around them could recognize it. However, Mastamus is only able to imply emotions that they already have, a good example would be making someone who is consumed by their arrogance to attack the person who hurts it, and Mastamus needs to carefully pick his words and choose who and how to talk to people.
BACKDROP| Mastamus has the ability to completely 'fade in' to a background or a place. He is still there, and people see him, however they don't "see" him. They don't recognize that he is there or is another thing, instead they pass him by without question. Ontop of that, this causes the same thing with his spiritual power, making it so that he is unrecognizable even to those with the most careful approach at him. The moment he uses an ability, however, the facade breaks and it cannot be used the same twice in one thread; as the effect of him as part of a 'backdrop' fades from the person for a 24 hour period. It also requires a large amount of focus, so he cannot charge any powerful abilities while in this form, and if he was to hit someone it would, too, cause the effect to fade.
ressureccionZANPAKUTO NAME: (月のない悪夢) Cuento [Kanji for Moonless Nightmare, Spanish for Fairy Tale]
ZANPAKUTO FORM: [link] Cuento takes it's original form as a large floating eye with a tophat, which radiates with Mastamus' reiatsu, creating an incredibly imposing feeling. However, it can also take the form of a long, 6.5-foot scythe with an eyeball embedded in the blade, with the hilt being wrapped in chains that attatch to the back of it.
RELEASE PHRASE: "Tell a Tale, Cuento."
RELEASE FORM: Upon release, Mastamus becomes wrapped in black bony armor, which is thin and sleek, along with white bandages to cover up the joints. His hollow hole becomes apparent, he obtains a rather long pure-white cape which is trimmed with black, and a large white-brimmed tophat, which covers over the top of his head which is not covered in bony armor. His body, no matter what form, returns to his "original" form, which is a rather tall, 6'1'' athletic body, which is toned down to the very muscle. His appearance is rather flashy and fancy, too, however the armor is sort-of barbaric, which is in high contrast to the silk he wears around it.DOWN THE RABBIT HOLE| By focusing energy in onto any number of people he chooses in the form of a physical touch, Down the Rabbit Hole creates a horrendous illusionary effect, which bypasses all the senses and sends the person who is effected into a state of panic and shock. The first post they are effected, they are plagued by small giggles, footsteps, bangs, and images which they can't seem to follow. The second post, they are plagued by all of their fears and guilt, no matter what it is, which manifests into various forms and torments them. On the third turn, their response to all physical interaction becomes sluggish, all the while still being plagued by these illusions, which have become more and more violent. On the fourth turn, they become exhausted, slowly but surely by the end of the post falling into a dreadful nightmare. On the fifth post, they are plagued by the urge to inflict self harm to stop the illusion (gouging out the eyes, blowing out the eardrums, etc). On the sixth and final turn, they are reduced to nothing more then a plaything, a mannequin which has no desire to live or die.
THE 11TH HOUR| By simply redirecting energy of his own into any ability that is about to hit him, Mastamus can instantaneously turn an ability - as long as he has the energy to do so - into a pumpkin, which is therein redirected back at the opponent with the same power that it held when it was shot at Mastamus, and doing the same thing it would do upon hitting a solid object or simply going out past how far the original would go to.
THE SEVEN DEMONS| The Seven Demons, or a play on the Seven Dwarfs and Sleeping Beauty, is what could be described as the most torturous abilities that Mastamus can use in Ressureccion. Upon choosing a target, Mastamus will summon seven demons, each one a disgusting pale naked and mutated body, which is ridden with disgusting bugs and tentacles. Each dwarf will chase down the one who he targeted and attempt to violate said person, doing their best to get down and dirty without any sort of dignity. These dwarfs will regenerate as long as there is atleast one alive, and while they are generally weak, seven of them can easily overpower an opponent if they can't destroy all of them at once.