Posted: Thu Nov 04, 2010 2:29 pm Post subject: Grim
Height: 6 ft 1 in (185 cm)
Weight: 179 lbs (81,2 kg)
Appearance: Grim's current incarnation is that of an attractive young man. He is rather tall and the impression is only added to by his spiky hairstyle. His hair is pure white, which, while unnatural, doesn't have anything to do with the fact that he isn't a normal human, much unlike his heterochromia. The natural eye color for this incarnation of his is turquoise or cyan - may be hard to tell depending on the lighting - but his right eye is red due to being the 'Grim Reaper'.
His attire is convenient, versatile and rather respectable at the same time. He wears a dark brown zip-up shirt with long sleeves, a dark brown split and relatively narrow hakama to match, red boots and a long red coat on top. He keeps the bulk of the Grimoire sword held at his lower back by a special sheath supported by two belts.
Eyes: Heterochromic, turquoise and red
Personality: The focus point of Grim's personality is that he hates life. This, of course, has no similarities with the pathetic cries for attention of the young people who are completely ignorant of it. On the contrary, he had experienced pretty much everything there is to life and had long grown tired of it. This does not make him suicidal however, as suicide is a completely idiotic idea and doesn't work for him anyway. His overall attitude is reckless, cold and somewhat selfish.
His recklessness stems from the fact that he doesn't really have much to fear, because the worst that could happen to him is death, which isn't all that scary in his case. It goes along nicely with his laid-back and careless disposition, which is only natural for him to have seeing as how nothing surprises him anymore and everything kind of bores him. He doesn't see the need to get worked up over pretty much anything, even things that would seem extremely important to normal people.
Grim's behavior can be deemed as incredibly confident and possibly arrogant, but while he is confident in his abilities, this is more due to his complete lack of worrying about things. He doesn't have anything to worry about because he doesn't have anyone and the worst that could happen to him is, once again, only a minor inconvenience.
Having lived many lifetimes in the guises of different people, he had seen humanity at its best and its worst many times, though mostly it was just the worst. Knowing from experience how often close friends could betray someone for the sake of personal benefit, even one that may not be particularly great, he has a hard time trusting people. Not so much because he fears the consequences of possible betrayal, but because getting back-stabbed is never pleasant. And seeing as how most friends have a falling out of one sort or another at some point in time, he doesn't really bother striving for it.
At the same time, he has a sort of social dependency on people. If there is one thing even he wouldn't easily get tired of, it's having reliable friends, something he rarely got to do, or a family, something he only had a few times, and even then, the majority of those times was ruined by external circumstances. A human is a social creature, and while he isn't exactly a human, he still has all the needs and weaknesses of one. And because of his specific existence, he had little chance to make friends.
Somewhat conflicting with his otherwise calm attitude, Grim is quite emotional. He barely ever has a reason to get worked up over something because he barely ever cares about anything, but if he does, messing with him becomes a very bad and hazardous idea.
Background: Grim has little recollection of how he came to be or who he used to be. He had lived through so many incarnations, both male and female, that his true identity as a member of some gender has become more than simply moot. However, he still refers to himself as a man - when speaking in general and not in a female incarnation - because he believes his original body was male.
That said, he doesn't remember much. He remembers a small orphanage in the middle of nowhere, where he lived with a younger brother and sister. They were all kids, which sets that particular incarnation apart from all the rest and makes him believe it to be the original one. He also remembers a fire and some armed people. They killed everyone. He survived but lost an arm. He wandered the world, surviving the best he could, gaining power and finally taking revenge on the people responsible.
Of course, he could be mistaken. He could be mixing up memories from several different lives he had and imagining the rest. Perhaps he never had siblings or parents, but merely appeared one day out of nowhere in one of his incarnations. He prefers not to dwell on whether that's true or not, afraid of going insane from the thought. If he remembers correctly, coming back to life after dying, even if in a different body, was exhilarating at first. It lifted a huge weight off his shoulders and at one time made him really reckless because of knowing he will simply come back to life after.
But over time it got tiresome. His incarnations weren't like the birth of a normal person. He simply appeared out of thin air somewhere, often at different ages and always without any family or friends. How could he have any, considering he was a person who never existed until a specific moment? Life had meaning for people because it was short and precious. They didn't get any second chances. He had all the second chances he could ever want and more. But at the same time, it wasn't immortality where he would just go on living as himself. He simply couldn't die irreversibly.
Having all the time and lives in the world, Grim had more or less literally tried everything, including various methods of suicide, and had grown very tired of life. Now, he seeks a way for him to die irreversibly or stay alive forever. _________________ 4 auto-ranks
Name: Adaptive Fighting
Requirements: C rank, Taijutsu minor, My permission. Must have a clear focus in taijutsu and appropriate items (see below).
Any experienced fighter knows that your success in a fight is based on three things: strength, speed and skill. Of course, "strength" in this case would involve overall constitution while "speed" would involve all-around dexterity, but regardless. The importance of the three varies depending on how much one already has.
At the lowest level, strength is most important, otherwise you will be unable to fight for long or deal significant damage. Then speed becomes the more important factor, because strength will only matter when there's a large gap between the two fighting. After that and for the largest portion of the road from "useless" to "master", skill plays the greatest role. A more skilled and experienced warrior can often defeat one who surpasses them in strength and speed, sometimes even if the difference is quite significant.
However, at some point, skill loses its meaning. It is impossible to learn every possible move an enemy could pull, so dependence on specific styles of combat becomes more of a disadvantage and a free-form style that fluently adapts to the environment becomes the most favorable. Of course, the ability to do so requires a significant amount of skill in some style and a lot of real combat experience, but that much is assumed. At this point of skill the differences in it between various warriors become almost insignificant as it approaches the limit, while strength and speed once again regain their value.
While most would say speed is more important because it allows you to avoid your opponent's attacks, and not getting hit practically guarantees victory, it is possible to block attacks executed by someone much faster than yourself without too much trouble. Meaning, those who favor speed might not get hit, but they might not be able to land a hit either. They will, however, tire out faster. Those who say strength is more important because it allows you to fight for longer and allows you to crush an enemy's guard are also wrong: you need to have a lot more strength than someone else to break through their defenses, and lacking speed might leave you open to a counter-attack.
Simply put, there is no single style of combat that has a clear advantage over another. For that sake, the techniques of Adaptive Fighting were developed. These are somewhat supernatural abilities that one can acquire through intense training of their mind and body, which most people who focus on melee combat usually do anyway.
Adaptive Fighting is based around focusing on a certain area of melee combat and adapting your style to best fit the situation. It is unlike most combat styles: once obtained, it can never be deactivated, but it does not prevent you from using any other abilities, including other combat styles.
Another thing to note is that the weapon-based effects of these skills only apply to a certain weapon or set of weapons you own, and you have to pick which one from the start. This means that if you have two or more swords which are a set, then the effects apply to them all. But if you own several independent of one another swords, then the effects will only apply to one of them, even if you are currently using another. The exception to this are non-custom normal items of the same type, since they are more or less identical. These effects should not be mistaken with bonuses, which are passive and apply to the character.
The effects of all bonuses and effects applicable stack. If an ability boosts strength by 10% and damage by 10%, the resulting damage will be 20% higher (10% from strength, 10% from damage bonus).
Class: You must pick the Class upon obtaining this style and you can only have one at any given time. Your choice may be restricted based on your character's inventory. Class cannot be freely changed. In order to change your Class, you must do a single non-fighting training post (so it can't be changed mid-fight) and meet the requirements of the new Class.
Gladiator: Requires at least one medium weight weapon: one-handed maces and axes, long swords, lighter spears etc. The Gladiator is a seasoned fighter who favors neither speed nor strength over the other, but focuses on special techniques. They specialize in dueling and survival against unfavorable odds.
Gladiators receive a 5% bonus to constitution and dexterity. When properly equipped, they receive a 5% bonus to strength and agility. When improperly equipped, they receive a 10% penalty to strength and agility.
Juggernaut: Requires at least one heavy weapon: two-handed maces and axes, large swords, poleaxes etc. The Destroyer is generally an offensive player who favors raw power over speed. They specialize in dealing with boss or cannon fodder type enemies, in other terms, single tough ones or many weak ones.
Juggernauts receive a 10% bonus to constitution. When properly equipped, they receive a 10% bonus to damage dealt. When improperly equipped, they receive a 10% penalty to damage dealt.
Assassin: Requires at least one light or unconventional weapon: short swords, daggers, chains etc. The Assassin lacks strength compared to other fighters, but makes up for it in speed. They specialize in hit and run tactics, making them most adept using the environment. Focusing on speed and stealth, assassins only wear light armor, if any.
Assassings receive a 10% bonus to dexterity. When properly equipped, they receive a 10% bonus to agility. When improperly equipped, they receive a 10% penalty to agility.
Monk: Requires Taijutsu specialist. The Monk is someone who favors unarmed and unarmored combat over using weapons and armor. Although seemingly incapable of facing armed opponents, these men and women have honed their very bodies into weapons as deadly as any blade and as tough as any shield. They have no predetermined field of expertise, being able to perform as well as the rest in any area.
Monks do not gain any passive bonuses. When properly equipped, they receive a 10% bonus to constitution and agility. When improperly equipped, they receive a 10% penalty to constitution and agility.
Quantity Over Quality: Requires weapons from multiple weight categories or multiple weapons from a single category. This Class is not a focused class at all, but rather a lack thereof. This is the truly balanced style in which the user will not favor any weapon or combat behavior over another. While this does not give them any weakness, it does not give them the benefits of specializing either.
Style: The Style of combat is a balance between faster movement and stronger attacks. Like the rest of this combat style, it must always be active, though only one Style can be active at a time. By default it is the balanced one, but the user can switch them at will (no more than once per post, though). All Class-specific Style effects apply only when properly equipped. Otherwise, "others" effects apply.
Balanced: The Balanced Style is, obviously, balanced. It does not favor speed or strength and has no special effects.
Speed: The Speed Style favors agility and fast movement, sacrificing the strength behind each attack in order to execute more of them in a smaller amount of time and to avoid getting hit as much.
Speed provides a 20% bonus to dexterity in exchange for a 10% penalty to constitution and 25% penalty to damage dealt.
Assassins receive a 10% greater bonus to dexterity and a 5% greater penalty to constitution.
Juggernauts receive a 10% smaller bonus to dexterity and a 15% smaller penalty to damage dealt.
Power: The Power Style favors strength and devastating attacks, sacrificing speed in return. With this Style, each attack really counts.
Power provides a 20% bonus to constitution and damage dealt in exchange for a 20% penalty to dexterity.
Assassins receive a 10% smaller penalty to dexterity and a 10% smaller bonus to constitution and damage dealt.
Juggernauts receive a 10% greater bonus to constitution and damage dealt and a 10% greater penalty to dexterity.
Tactics: Tactics show the balance between offensive and defensive behavior in combat. Like the rest of this combat style, they must always be active, though only one Tactics can be active at a time. By default it is the neutral one, but the user can switch them at will (no more than once per post, though). All Class-specific Tactics effects apply only when properly equipped. Otherwise, "others" effects apply.
Neutral: The Neutral Tactics does not favor offense or defense and has no special effects.
Offensive: Offensive Tactics are good for attacking, obviously. Essentially, this is a major power shift that focuses on dishing out damage.
Gladiators receive a 50% bonus to damage dealt, a 25% bonus to agility, a 25% increase in damage taken, become able to use Disarm and unable to use Parry.
Juggernauts receive a 100% bonus to constitution and a 50% increase in damage taken, become able to use Crush and unable to use Block.
Assassins receive a 50% bonus to dexterity and damage dealt, a 25% increase in damage taken, become able to use Bypass and unable to use Dodge.
Monks receive a 50% bonus to agility and damage dealt, a 25% increase in damage taken, become able to use Iron Fist and unable to use Evade.
Others receive a 50% bonus to damage dealt and a 25% increase in damage taken.
Defensive: Defensive Tactics are good for defending, obviously. Essentially, this is a major power shift that focuses on avoiding damage.
Gladiators receive a 50% reduction in damage taken and dealt, a 25% penalty to dexterity and become able to use Perfect Parry.
Juggernauts receive a 75% reduction in damage taken, a 50% reduction in damage dealt, a 50% penalty to dexterity and become able to use Natural Block.
Assassins receive a 25% reduction in damage taken and dealt, a 25% penalty to constitution and become able to use Reflex Dodge.
Monks receive a 50% reduction in damage taken and dealt, a 10% penalty to constitution and dexterity and become able to use Iron Skin.
Others receive a 25% reduction in damage taken and dealt and a 10% penalty to dexterity.
Perks: Perks are special skills available to the different Classes. They best reflect their abilities, their power is based off the user's rank and they do not require training. Perks can only take effect when the user is properly equipped, unless stated otherwise. Basic Perks do not take jutsu slots and are obtained automatically. Other Perks can be picked and take jutsu slots.
Perks can be Passive, Active and Toggle. Passive perks are always in use and take effect constantly. They do not have any cost. Active perks are singular actions that are performed once per use or continuous actions that are performed while the perk is being used. Due to the nature of perks in general, Active perks may or may not have a cost, and it is stated if they do. Toggle perks are continuous abilities that can be switched on and off. Their activation is done at will and they act as passive perks while active. They generally do have a cost and it is usually a continuous one during the activation period, but some only have a cost to activate.
Name: The Grim Reaper
Requirements: Taken at creation. Unique.
Any intelligent human who had ever lived must have asked themselves about the meaning and origin of life at least once. The phenomenons of intelligence, sentience and life in general remain some of the greatest mysteries of nature up to this very day. Many philosophers of the old had tried answering them to the best of their ability, hypothesizing about the proper way for a human being to live at the same time, but who can really say whether they were right or even on the right track?
What is intelligence? What is sentience? What is life? Are they all just an immeasurable amount of incredible coincidences and complex chemical reactions, or is there something more to it? Does life come from a specific source? Do souls exist, or are they merely folklore, the pathetic attempts of inadequate beings to understand what they are and how they came to be? And whenever one philosophises about life, they can't avoid the subject of death. What exactly is death? Is it a state of complete non-being, unimaginable to the human mind? Does it make a once living creature akin to rock, or is it something different?
Nobody knows for sure, for even if someone could find the answer, there is hardly any way to prove oneself right. However, whichever view on the whole subject of life and death is correct, a creature that can be likened to the Grim Reaper doubtlessly exists. It is unclear as to why - possibly even due to the fact that a lot of people once used to believe one did exist somewhere - but it hardly performs the duties attributed to it. Instead, it wanders among humans mostly like just another human. Quite possibly, it isn't even the Grim Reaper at all, however, it is a being that cannot irreversibly die.
Never Dead: Whenever this character is killed, they will reincarnate at a random place in the world after a little while. They are reincarnated with a random body, but one of them is much more likely to occur than any of the rest and the body is never that of a child or an aged adult. They have a full set of clothes when they appear. Basically, they could end up a different person entirely, but only in appearance. One of their eyes is always a bright red color, though.
As this person is never truly dead, no resurrection or similar techniques can be used on them. Soul-based abilities affect them as normal, but cannot irreversibly kill them or prevent their resurrection in any way. Their dead body quickly dissipates after they reincarnate.
OOC, this works almost the same as if replacing a dead character (see Soul Bar ability for details), but instead the existing profile is edited. Different abilities may be picked for different incarnations, but this SA must always remain.
The Reaper's Scythe: This character has a single weapon that is bound to them. Its exact shape may vary with each resurrection, but it is always a special item with a specific power related to the Soul Bar.
Reaper Form: This character has the ability to activate their power as the Grim Reaper. This changes the color of all their clothes to black with red decals. Both their eyes turn red in this form. Several enlarged black silhouettes of themselves also appear behind them, behaving as afterimages when the character moves.
This form unleashes their full potential, increasing their movement speed, agility, reaction and strength considerably and unlocking their most potent abilities.
Soul Bar: The Soul Bar is an unorthodox ability. It allows one to execute powerful abilities with unique effects by expending the Soul points it is filled with. Unlike most bar type abilities, it has no cap, meaning the amount of points it can potentially store is infinite. Additionally, it has an effect on how the character's reincarnation works.
This bar is reset to zero when the character reincarnates, but, depending on how many Soul points they had when they died, the reincarnation may happen under different circumstances from the default ones. One could say these Soul points are used to bribe death, removing certain penalties from the death of the character.
By default, the body in which they get reincarnated is pretty random (guidelines are provided by other members, staff or not). The character will have to have this SA and may have some abilities of the owner's choice, but abilities picked by other members are prioritized and they can't have abilities other members have forbidden them from having from the start (they can still obtain them normally later, if it is at all possible). Other members may also suggest specific personality traits for that particular incarnation, however, the overall personality of the character remains the same. All normal character replacement penalties apply (2 rank downs, 1 title down, 1/3 jutsu amount left). The difference is that they are able to rank train all the way to the highest rank they had ever possessed, even if that would mean from E to SS, without having to buy extra rank trains.
Here follows the price list of the "items" one can buy and the Soul points they cost:
Specific Age: 500 - The owner can pick how old their new body will be from three age groups: teen (13-19), young adult (20-26), adult (27-33).
Certain Age: 1000 - The owner can pick how old their new body will be, in a range of three years (for example 21-23).
Pick Gender: 1000 - The owner can pick the gender of their new body.
Same Quirks: 1000 - The new body will have the same personality as their previous one.
Same Body: 1500 - The new body will be the same as their previous one, though not necessarily of the same age. This only pertains to appearance.
Pick Quirks: 1500 - The owner can adjust the personality of the new body, but the overall personality of the character must remain the same.
Same Abilities: 1500 - The new body will have the same abilities (SAs, CSs, Jutsu) as their previous one, provided they meet the requirements.
Same Skills: 1500 - The new body will have the same fighting styles as their previous one.
Same Elements: 1500 - The new body will have the same chakra elements as their previous one.
Same Bloodline: 1500 - The new body will have the same bloodline as their previous one, if any.
Same Bloodline Path: 500 - Must have picked "Same Bloodline". In case a bloodline has several branches, the new body will possess the same one as their previous one.
Pick Abilities: 2000 - The owner can pick the abilities (SAs, CSs, Jutsu) their new body will possess.
Pick Skills: 2000 - The owner can pick the fighting styles their new body will possess.
Pick Elements: 2000 - The owner can pick the chakra elements their new body will possess.
Pick Bloodline: 2000 - The owner can pick the bloodline their new body will possess.
Regain Rank: 2500 - This will negate the rank penalty of character replacement by 1. Can be taken twice.
Regain Title: 2500 - This will negate the title penalty of character replacement.
Regain Jutsu: 2500 - This will negate the known jutsu penalty of character replacement by 1/3. Can be taken twice.
Regain CS: 3000 - This will allow the new body to have 1/2 their previous one's known combat styles (rounded down), at the same levels if the same combat styles are picked (provided they meet the requirements). Can be taken twice.
Regain SA: 3000 - This will allow the new body to have the same SAs as their previous one, at the same levels. Must be taken once per SA.
Pick SA: 3500 - The owner can pick SAs they wish their character to have, without training (only for the lowest level). Must be taken once per SA.
Pick SA Path: 500 - The owner can adjust their SAs where applicable. Must be taken once per SA.
Soul Eater: Soul Eater is a special power that works directly in conjunction with the Soul Bar. Whenever a creature that is either living or has a soul in a rather wide area (200 meters) around the user takes damage, a part of their "life force" is absorbed by this ability, filling the Soul Bar slightly. The amount absorbed is directly and linearly proportional to the amount of damage a creature takes, and an average unarmed hit from a human equals to about 40. This value is absolute rather than relative, meaning the more fragile creatures will produce much less "life force" when killed than the tougher ones. It also means that killing the same person with a clean stab to the neck won't produce a lot of Soul points immediately, but it will over the following short while as they die, while cutting them in half will provide the same total almost instantly. In Reaper Form, the range of this ability extends to a kilometer.
This ability also allows one to augment their attacks at no added cost. It can be used with any melee attack, in which case the weapon or body part used to attack will be surrounded with semi-transparent beast-like shadowy shapes, which will also leave a short trail. The effects of this is that the attack has a wider hit area and longer reach, both extended by 2 inches, and can strike someone for almost half a second after the weapon or body part has already passed that place. It does not increase the damage dealt by the attacks, but it doubles the amount of Soul points for the Soul Bar gained from the damage dealt by these particular attacks. These shadows are black and ooze a dark purple glowing mist, which lasts for about a second longer than they do and doesn't do anything at all.
In Reaper Form, Soul Eater's augmentation of attacks becomes more powerful and it is always in use. It can now be used with ranged attacks as well, in which case it will behave the same way as its normal version does for melee attacks. The augmentation on melee attacks, in turn, becomes more powerful. The shadowy shapes still follow the weapon or body part's trajectory as a trail, but now they "overflow" from it and extend the range of attacks by 6 inches for normal punches and kicks and by 1 foot for all other attacks (jutsu and/or weapon). In case these attacks deal damage, a portion of it is instantly restored to the user and three times the normal amount of Soul points is gained. If the user is at full health, they gain six times the normal amount of Soul points instead. The shadows gain a crimson tint that is more defined at the center and the thicker they are.
Name: Restriction 666
Requirements: My permission.
Description: It is a well-known fact that holding back is an intelligent strategy in numerous situations, especially in combat if you aiming to limit your own destructive power, surprise an enemy or just want to keep your true abilities hidden. However, it might not always be possible to do to the desired extents or at all using will alone. For the sake of amending that problem, this ability, called R-666 for short, was created. It is a special seal that the user can activate and deactivate as they desire.
While bearing a single name in total, it actually consists of three separate restrictions affecting the different aspects of one's power. Each restrictions also has three modes under which it operates. The default mode is Enforce, when the restriction is taking place. It has three levels: 25%, 50% and 75%, each lowering the power of the affected ability by the same amount. The second mode is Release, when the restriction is not taking place, meaning the person operates at their full power. The third mode is Reverse, when the stored power is released to make the person using the restriction stronger. Using Reverse is circumstantial, but for continuous abilities, it can only be adjusted in 25% power per post units. Whenever Reverse is used, an additional 10% is added to all aspects of the appropriate category.
Restriction 006 is used in application to various "per use" abilities, such as most jutsu. It does not affect the speed, complexity or cost of the affected abilities and stores power based off the ability's rank (or the user's when applicable and no rank is defined). When Reversed, the user can use any amount of power from what they have stored in any appropriate ability for no added cost.
Restriction 060 is used in application to various continuous abilities, except passive boosts. What it affects depends on the ability it is applied to itself. It keeps a separate counter for each ability, meaning you can't limit one ability to boost another one. The stored power works on a power per post basis, meaning you can control the balance between the intensity and duration of Reverse.
Restriction 600 is used in application to one's basic physical abilities, such as strength, stamina, chakra pool, speed and agility. It cannot be applied to them selectively, instead affecting them all, and it cuts the basic abilities by a quarter, half or three quarters including any passive or active boosts to these. The stored power works on a power per post basis, meaning you can control the balance between the intensity and duration of Reverse.
R-006 is Enforced, Released and Reversed at will. R-060 and R-600 is Enforced at will, but requires a verbal confirmation for Release and Reverse. For mute and/or deaf characters, this is done via thought, but takes the same amount of time.
Jutsu Total: 10/18
Name: Inferno Divider
Requirements: Grim Reaper SA. An appropriate weapon. 200 Soul Points.
Description: A powerful weapon-based technique that requires a heavy attack as its base. Depending on the weight of the weapon, the amount of strength the user has to apply may vary, but it has to be at least heavier than average. As the user swings their weapon, the signature "shadow beasts" of Soul Eater will follow it en masse. Similar to their Reaper Form behavior, they will "overflow" from the attack's trajectory, but rather than by one foot, they will do so in a larger arc, reaching a total additional distance of 4 feet. This jutsu also increases the damage of the attack. This replaces the normal effects of Soul Eater augmentation and does not harm the user.
Name: Inferno Gauntlet
Requirements: Grim Reaper SA, Hell Gauntlet. 200 Soul Points.
Description: An advanced form of Hell Gauntlet, this simple jutsu serves as a quick attack over a long distance. It consists of the user simply lunging along the ground towards their target and throwing a punch or a straight kick. As they do so, a large "shadow beast" will form over the limb they're using to attack and strike the target in place of the user, doubling their attack speed and extending the range by a little over a foot. This deals heavy damage if it connects. The point of the jutsu is that it allows one to cover a distance of up to 40 feet at twice their usual running speed, but the jutsu's direction cannot be adjusted. This replaces the normal effects of Soul Eater augmentation and does not harm the user.
Name: Hell Gauntlet
Requirements: Grim Reaper SA.
Description: This simple jutsu serves as a quick attack over a long distance. It consists of the user simply lunging along the ground towards their target and throwing a punch or a straight kick. They don't actually have to execute the attack part as they reach the opponent but may opt to ram the enemy with the previously extended limb, but while more surprising, it's weaker and slightly inconvenient. The point of the jutsu is that it allows one to cover a distance of up to 40 feet at twice their usual running speed, but the jutsu's direction cannot be adjusted.
Name: Hell Fang
Requirements: Grim Reaper SA.
Description: An interesting and difficult to defend against melee attack, it makes full use of the Soul Eater ability. As the user executes a punch or a kick that has a defined upward trajectory (such as an uppercut), they have the option to trigger this technique. If they do, a signature "shadow beast" head will appear from the ground approximately at the position the attack started and ram the enemy. The beast is delayed by about a quarter of a second compared to the actual physical attack, but it moves twice as fast. It reaches five feet high and two feet far from the point it appears at. This replaces the normal effects of Soul Eater augmentation and does not harm the user.
In Reaper Form, the beast is about two times larger in size, which means it deals more damage, and moves three times faster than the physical attack. It also has an effective range of four feet and reaches up to seven feet high.
Name: Hell Claw
Requirements: Grim Reaper SA.
Description: Hell's Claw is a slashing technique based off using Soul Eater. It can be used with any unarmed move and creates four large "slash marks" along the trajectory of the attack. These marks are positioned so that the moving limb ends up between the middle two, increasing the width of the attack by about 6 inches in both directions. The thickness of the "claw" is the same as the user's arm or leg. The length of the claws is 18 inches, though 6 of that appear over the user's limb, meaning it extends attack range by 1 foot. The slash marks don't appear instantly, but extended from a point closest to the user towards the opposite end at twice the speed of the actual move. This replaces the normal effects of Soul Eater augmentation and does not harm the user.
In Reaper Form, the length of the claws increases to 3 feet total, though a whole foot appears over the user's limb, meaning the attack extension is just 2 feet. Their speed increases to three times the speed of the physical attack.
Name: Hell Jaws
Requirements: Grim Reaper SA.
Description: A powerful ranged attack somewhat similar to Hell's Fang. The user will execute an upward motion with their hand, as if pulling or rather calling something out of the ground. As they do so, a large "shadow beast" head will appear beneath the target with its mouth open. It will lunge upwards 7 feet and then bite whatever got caught in the attack, if anything. The teeth are quite large and will deal formidable damage to the target. This does not harm the user.
Name: Grimoire Release
Requirements: Grim Reaper SA, The Grimoire, Reaper Form.
Description: This special skill is used to change The Grimoire to its true form. Upon use, its handle will unlock and extend into a long shaft. The blade of the sword will turn ninety degrees and extend against one of the shaft's ends like a scythe's blade. However, while it can be used to attack, that is not the main part of the weapon. A large glowing crimson energy blade forms on the other side of the shaft. This blade is significantly curved and is much larger than the metal one on the opposite side. It is also the main one for the weapon. At the same time, it does not leave any physical marks, passing right through any living being, but attacks one's life force directly for the same degree of damage. The effect of this is that attacks with this crimson blade always harness Soul Points as if using Soul Eater, even if it wasn't used. Overall, the scythe appears too big for a human, but it weighs the same as the sealed form of The Grimoire. This form can only be accessed in Reaper Form, but entering Reaper Form does not force The Grimoire into scythe form.
Name: Crush (Active)
Requirements: Offensive Tactics active
Description: A powerful attack, its purpose it to break the opponent's defense and strike them in one unified swoop. Always succeeds against weaker opponents. Has a good chance of working even against stronger enemies.
Name: Block (Active)
Description: Lacking the speed to dodge and the skill to parry attacks, Juggernauts have weapons comparable to their own size. These are great for blocking. In addition to making attacking enemies feel a strong "recoil" from their blocked hits, it allows them to fully block small-scale ninjutsu (and the like) and reduces the damage they take by 20%.
Name: Natural Block (Active)
Requirements: Defensive Tactics active
Description: Natural Block replaces normal Block when Defensive Tactics are used. Relying on their tough bodies and good instincts, Juggernauts become more reckless in their blocking techniques, at the same time making it more effective. Any damage they take is reduced by 50%, and they can push back anyone whose melee attack they blocked, knocking them down. This always succeeds against weaker opponents and has a good chance of working even against stronger enemies, but leaves the user open for a short time.
- Edited bloodline and elements according to SA changes;
- Updated "Grim Reaper" SA;
- Added "Restriction 666" SA and "Adaptive Fighting" CS;
- Added jutsu I learn here: http://narutorpcenter.com/about28529.html
- Added 3 perks from CS as jutsu.
Thank god for that second post of mine!
EDIT: Updated link to weapon. _________________ 4 auto-ranks
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum