Name: Karasu Muchu Cho (Raven Devouring Butterfly)
Zanpakuto Spirit Appearance: Muchu Cho’s spirit is that of a ten foot tall butterfly. Its wings are regal shades of purple and gold, resembling a great work of art rather than a bloodthirsty insect. Rather than staying in largely the same place, Muchu Cho flies between the spider webs and bushes of the inner world.
Zanpakuto Spirit Personality: Muchu Cho is a great departure from Noh’s own personality. Whereas she tends to flit about quickly and overestimate herself, her Zanpakuto spirit tries to calm her down, reminding her of the simpler pleasures in life. Muchu Cho is often seen chatting with Noh’s inner hollow, trying to make peace with it.
Release Phrase: May the flapping of your wings carry the tune of victory, Muchu Cho!
Family: Poison
Level: Bankai
Sealed Zanpakuto: When sealed, Muchu Cho is very difficult to see, for it is kept tied on Noh’s thigh like a garter. To further disguise it, the sheath is made to resemble a black and purple butterfly. The blade is quite normal, except for the butterfly guard. In addition to all of this, it is a tanto blade, being incredibly short.
Shikai: When released, Muchu Cho splits into six foot-long blades, each one rather thin but incredibly durable. From the wispy remnants of the guard and handle, clouds of metal dust wrap themselves around Noh’s wrists. Assembling automatically, they form a pair of three-bladed claws. The gauntlets around Noh’s arms are dark purple and blue, butterflies drawn across the steel. Almost invisible to the eye, on the tip of each blade is a very small pin-sized hole.
Shikai Ability: Noh’s Zanpakuto works by poisoning the foe and leaving them susceptible to her quick, damaging attacks. With every slice and cut from her claws, poison is placed into the foes’ body. This poison works by slowing down the reaction times of the foe bit by bit, each cut making their responses slower than the last. This poison doesn’t actually harm the foe, meaning Noh won’t be able to defeat someone just by using it. It’s only dangerous when mixed in with attacks. This poison decreases reaction speed by one percent per strike. So if your normal speed is 100%, after ten strikes you’d be at 90%, a noticeable difference.
Bankai: After releasing Bankai, Noh’s hair flairs out, freeing itself from the numerous pins and ties it was formerly bound by. The tips become a light purple as she is infused with more energy. The claws that made up her Shikai twist and mutate, resembling twisted, gnarled tree branches as opposed to the claws of an animal. In addition to these changes, Noh gains long, wood-like greaves to cover most of her legs.
Under the influence of her Zanpakuto completely now, Noh grows a pair of large, elegant butterfly wings. Not solidified, they are instead made of reiatsu. As such, they can’t be cut. Noh is fond of using these graceful wings to either fly or kick up some dust, assisting her in fulfilling her duties.
Bankai Release Phrase: Not even the past can stop us now. From the viper to the raven, let all be spellbound! Bankai, Karasu Muchu Cho!
Bankai Ability: The poison in Karasu Muchu Cho keeps the slowing effect seen before, only slightly strengthening it. Noh’s speed increases due to the increase in reishi flow. In addition, Noh can propel herself quickly without using actual Shunpo by flapping her wings and kicking off of the ground. Costing more energy than Shunpo, Noh tends to save this move for emergencies. In addition, she must also be on the ground to use it at all, although it moves her faster than even her level of Shunpo can normally accomplish. Her poison is now at one point five percent per strike instead of one percent.
Techniques:
Slaughter at Mino: Noh pulls out small black spheres from the bottom of her gauntlets and throws them at enemies. These orbs are about as large as a marble, but have great explosive power. Noh tends to only use these in close-range, subjecting herself to the damage so as to ensure she causes quite a bit of damage with them. Normally, the bombs take a short period of time to go off, meaning the foe can normally dodge unless they don’t know the bombs are there. (Bankai-Only)
Charge: Instant, Duration: Instant, Cooldown: Noh can draw up to three spheres before it enters cooldown, but has a six turn recharge time once the final one is drawn. Until she draws the third, Noh won’t be able to reset it. As in, she draws two, she must then draw one before she can get any more.
The Viper’s Daughter: Noh disables the poison of her Bankai for a few turns, instead focusing that energy into boosting her power. Her main weapon cut off, Noh aims to simply cut her enemy to ribbons. This move is often used once the foe is significantly disabled so that she may end the fight instantly. (Bankai or Shikai)
Charge: One turn, Duration: Three turns, Cooldown: Four turns
Quoth the Raven, Nevermore: Noh, for once, stops moving when she is preparing to use this move. Instead of running about and striking rapidly, she stands or kneels with her arms spread out. If near her enemy or needing to defend, she’ll begin spinning rapidly. In Shikai, Noh twists around by using her legs, but in Bankai she’ll kick them up to add to the rotation, and instead twist and turn through her wings. The result of this is a brief whirlwind-like barrier encasing her, protecting her for a short while. (Bankai or Shikai)
Charge: Instant, Duration: One turn, Cooldown: Three turns