Jouyou-Kun

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Jouyou-Kun (Honest Magpie) is Kamiya Minoru's Zanpakutō.
Unreleased, the blade is a katana in very poor condition indeed—the blade is chipped and dull, the tsuba cracked, the cloth wrapping on the handle ripped and worn, and it looks like a miraculous survivor of some dread sword-afflicting disease.

Contents

Spirit Description

Jouyou-Kun takes the form of a monkey with two tails, one twice the length of the other. It wears a shawl made of black feathers, which are constantly shedding and being renewed; the shed feathers carpet every horizontal surface in Minoru's inner world; the inner world appears to be an unending series of identical caves, all of which have several roads leading away. The shawl's size changes unpredictably, sometimes only covering its shoulders and sometimes trailing all over the floor.

Jouyou-Kun is a very relaxed being, and likes to smoke through a long pipe; the smoke that comes out of it is blue-gray and hangs in the air, smelling of gunpowder and pineapples. It doesn't really care too much what Minoru does, but is competitive enough that it will always be better than Minoru in everything Minoru does that it knows of—which, of course, is everything.

Shikai

Release Command: "Sengusaru, settou kaesu; kurobin, nankin tama, massaotama, naki! Warau, tsume kenji ikimi no afure, kantsuushin! Jouyou-Kun!" ("Flap away, steal away and return; black bottle, glass bead, deep blue head, caw! laugh, claws holding to the overflow of flesh, strike deep! Jouyou-Kun!")

While reciting the command, Minoru also draws a horizontal arc in front of him, at chest height, with his finger, leaving a thin glimmering line that grows into a full circle around him, then descends to around his feet; he then grips the unreleased zanpakutō with his left hand and stabs it into his right palm. (These actions occur simultaneously with the chant, and should take an equal amount of time so that actions and chant are completed at the same time.)

As the sword meets his palm, it evaporates into an oily black mist, which surrounds the hand up to the wrist, and then rapidly solidifies into a thick black leather glove; there is a rectangular thick sheet of metal covering the back of the hand, and twelve spikes growing out of the glove's fingers between the knuckle and the first joint (three evenly-spaced spikes per finger). There are also three short tassels, roughly forearm-length, extending out of the glove; each tassel has numerous small glass beads on it.

Shikai Abilities

By pulling off the glass beads from the tassel, Minoru summons small (roughly 6in. long and 1in. diameter) glass bottles, which contain chemical solutions. The bottles have the wings (1 ft. tip-to-tip, fully extended) and clawed feet of a crow, and home in on any exposed, flowing blood; while Minoru can roughly guide them to opponents or enemies, this takes more effort than letting them roam freely. He can, however, decide which kind of bottle-bird goes to which target. If any of the bottle-birds are destroyed, trapped, incapacitated, etc., they disappear and another glass bead reappears on the tassels, which Minoru can then use to summon another bottle-bird.

The bottle-birds, upon arrival at the wound, inject the contained solutions into the bloodstream; as the solutions react with the blood, different effects occur.

The number of bottle-birds that he can have active at any one time is five more than one-fortieth of his Reiatsu (e.g. if he has 160 Reiatsu, he may have nine birds; once he hits his limit, the beads simply cannot be pulled off the tassels any more.

The solutions come in three varieties:

Samuke (Shivering Fit): The solution is bright yellow, and the reaction chills the blood to about -5 degrees Centigrade; reflexive shivering occurs and muscles in its immediate vicinity cramp upon reinjection. The skin and blood vessels nearby contract, causing the affected area to appear temporarily paler. Other effects occur according to the location of the wound.

Kato futtou (Transient Boiling): The solution is deep purple, and the reaction heats the blood up to about 120 degrees Centigrade, causing a sharp flash of extreme pain and destroying most proteins in the immediate vicinity. At the same time the water content within the bloodstream vaporises, causing painful swelling of the blood vessels and possible rupture if the vessels are near the skin's surface. Other effects occur according to the location of the wound.

Shibirekan (Numb Limb): The solution is clear. No reaction occurs; instead the injected solution is a local anaesthetic, putting the affected area out of pain for one post cycle for every 30 Reiatsu that Minoru has. However, the solution is also an anticoagulant, so that any bleeding wounds, anywhere on the target's body, will be unable to clot for the same amount of post cycles. The anticoagulant effect is not cumulative, but can be renewed up to three times per target.

Strengths

War of attrition: Minoru has an essentially unlimited amount of bottle-birds to send towards any wounded target, allowing him to never run out of ammo.

One on many, many on one: Minoru can fight several opponents at once, and will almost always have the upper hand against a single opponent.

More equal than thou: As this is a physical attack rather than a kidō, it has the same level of effect on every opponent regardless of the difference in strength between Minoru and the opponent.

Weaknesses

Glass and flesh: The bottle-birds are not in the least indestructible; glass is hard, but brittle, and wings and claws can easily be sliced through.

Pull 'em off: Minoru must pull the beads off the tassels to summon the bottle-birds; if the tassels or his free hand are for any reason unavailable to perform the pulling, he cannot summon the birds.

Ooh shiny: Jouyou-Kun is, after all, magpie-like. Any bright, shiny, moving thing near a target will distract the bottle-birds and give the target time to destroy those bottle-birds or escape. Minoru can force the bottle-birds away from the shiny object, but that itself will take time.

Bankai

Maminozaru Kouriochou (Deceiving Spirit Wild Monkey, Self-Evident Truth Azure-Winged Magpie)

When Minoru calls out the bankai, countless black glossy feathers stream out of nowhere, spiralling through the air and simply hanging there; the feathers then form clumps and fall to the ground, revealing glossy birds, sparkling gold and silver and turquoise. Each of the birds is roughly the size of an albatross (wingspan 3.5m from tip to tip, fully spread out), and their beaks and talons are razor-sharp. The bankai generates 5 birds upon release, and this number is fully replenished each post cycle.

Bankai Abilities

The birds will hover in place, attacking any bleeding wound or shiny object within 200 metres of Minoru with their claws and beaks. The birds have an attack power equal to half of Minoru's Melee, and move at Minoru's Movement. They never go farther than 200metres away from Minoru, and if pulled beyond that range will be destroyed. Each of the birds can be destroyed by an attack equal to or more than Minoru's Reiatsu.

The true ability of the bankai is revealed upon the birds' destruction; when destroyed, 10 egg-sized spherical missiles are created and fly towards the source of their destruction and explode on impact. Destroying a missile mid-flight creates 25 sub-missiles (identical in appearance to the missiles), which also explode on impact. Each missile moves with a speed equal to Minoru's Reiatsu (and sub-missiles move 2x faster), and each missile explodes with the force of a #30 fully-incanted Kidou cast at Minoru's level of Reiatsu (sub-missiles have the force of a #20 fully-incanted Kidou). The missiles and sub-missiles do not move in a straight line; they will spread out and separate from each other, and curve around obstacles on the way, only striking down obstacles if there is absolutely no choice. Minoru cannot control their movement other than to call them away from a target, at which point the birds will return to Minoru's side and hover until triggered by another attack. There is no range limit to the pursuit of the missiles and sub-missiles, and each missile or sub-missile can be destroyed by an attack equal to or more than three-quarters of Minoru's Reiatsu. Minoru can destroy birds himself, in which case the choice of target for the missiles is selected by Minoru.

Example: If Minoru has 150 Reiatsu, 0 Weapons, 200 Melee, and 20 Movement, On the post cycle where he releases bankai he generates 5 birds. Each bird has 20 Movement and 100 Melee, and requires attacks of 150 to destroy. When destroyed, each bird releases 10 missiles. Each missile has 150 Movement, deals damage equal to a fully-incanted #30 Kidou cast at 150 Reiatsu, and requires attacks of 110 to destroy. When destroyed, each missile releases 25 sub-missiles. Each sub-missile has 300 Movement, deals damage equal to a fully-incanted #20 Kidou cast at 150 Reiatsu, and requires attacks of 110 to destroy.

Strengths

One on many, many on one: Minoru can fight several opponents at once, and will almost always have the upper hand against a single opponent.

Autonomy: Minoru's bankai requires little input and control from him, leaving him free to fight as he normally would.

Weaknesses

Reactive: The bankai is primarily defensive, depending on the birds' destruction by outside forces to reveal its actual destructive potential.

Individually weak: Each bird, missile, and sub-missile is individually easily-destroyed, and relies on being part of a crowd to function most effectively.

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