Living Weapon Name: The Colt
Living Weapon Appearance: - Spoiler:
Living Weapon Personality: The Colt is a rather strange Living Weapon that identifies as male, preferring to be referred to by his full name at all times no matter the situation or those talking about him. He is a weapon made for hunting and is only content when he has made a kill. His temperament becomes sour when he doesn't hunt, resulting in him refusing to work with the user when they do want to use him in combat (Weather Roll of 2 or 4 to get him to cooperate). Depending on the size of the individual killed, the longer the Colt can go before it needs to be used again (Small = 1 IC Topic, Bijuu = 5 IC Topics, Colossus = 10 IC Topics, Titanic = 15 IC Topics). Otherwise he is rather amiable, cracking wise and making jokes every now and again. The Colt has a certain fondness for booze, babes and bacon even though he has never actually experienced any of the three.
Living Weapon Type: Seraphic (Holy + Holy)
Living Weapon Description: The Colt is a Seraphic Living Weapon the origins of which are clouded in mystery. However, there are legends that it was created by a Rikigaku of millennia past in order to kill all that which posed a threat to shinobi kind. In any case, it is a very powerful weapon and has found its way to the hands of various hunters and Jaeger before falling into Smith's hands. This is primarily due to the synergy between the weapon and Hojutsu techniques.
First Ability: Unlocked immediately upon gaining the Colt, as it has no function without it. This Living Weapon is capable of being loaded and fired just like any projectile accelerator, but just like any projectile accelerator it has limits. Namely on Firing Speed, Barrel Cool-down and Reload Speed. The Colt is classified as a Hand Cannon equal in rank to the user, improving as they do based on the normal method of measuring these parameters (see Item Template). The user is capable of "upgrading" the Colt as anyone else is able to upgrade their P.A., however instead of taking it to a blacksmith they must simply perform a Weekly Training to expand upon and improve their weapon.
Ammo Slots: 6
*Firing Speed = 14 Each Post (13 + 1)
*Barrel Cool-down = 4 PT (12 -
*Reload Time = 2 PT (6 - 4)
*Range Mod. = +1x
*Shot Speed = +2 Tier Levels
*Defense Piercing = A-Rank
Upgrade Type - WC Required - P.A Type Modifier-1 PT Barrel Cooldown - 100 -
Flintlock (x2)-1 PT Reload Time - 100 -
Musket (x2)+1 Fire Rate - 150 -
Dragoon (x3).5x Range Modifier - 300 -
Blunderbuss (x3)+1 Tier Level Shot Speed - 500 - Hand Cannon (x4)
Defense Piercing - 300 Per Rank -
Gammoth Gun (x4)*Note: It is possible to Downgrade certain aspects which use the inverse of the above chart, this allows the user a reduction to other upgrade word counts they may want to apply albeit reducing certain beneficial traits.
Second Ability: Unlocked by killing a single opponent with the Colt. While the Colt is capable of firing bullets like any P.A. they are not always readily available, thus showing the usefulness of the second ability. By paying a price from any of their reserves, the user is capable of forging bullets from said reserves to fire from the chamber of their gun. This allows them to bypass the need to have extra ammo or even to reload their gun, while also giving themselves a potent weapon. The damage type is based on the price paid and based on the type of reserve used the bullet gains a unique effect:
Reserve (Damage) - Bullet Type - EffectChakra (Chakra) - Ninpo - Intangible Affecting (including Phase Release)
Stamina (Physical) - Kinetic - Knockback (-1 Price = 5ft, -5 Price = 25ft)
Nen (Mental) - Psionic- Genjutsu/Fab/Nen Tech Destroying
Materia (Hybrid) - Core - Damage changed to Elemental
Blood/Recoil (Spiritual) - Sanguine - Defense Bypassing
Natural Energy (Natural) - Sage - Petrification (D-Rank Price = 40PT, SSS-Rank Price = 5PT)
Third Ability: Unlocked by killing 2 targets with the Colt. This ability grants the user access to a unique storage exclusive to the Colt. They are able to create bullets from their reserves preemptively and store them in the gun's "clip". These bullets are held for a specific amount of time and in limited quantities based on the user's rank.
Rank - Max Stored - Time StoredD - 10 - 1 IC Topic
C - 15 - 2 IC Topics
B - 20 - 3 IC Topics
A - 25 - 4 IC Topics
S - 30 - 5 IC Topics
Fourth Ability: Unlocked by killing 4 targets with the Colt, one from each of the Races. This ability is one that grants the Colt its very own reserve, thus is unique among Living Weapons. The souls of those slain by the Colt (MUST land the killing blow with the Living Weapon only) have their essence absorbed into the weapon, resulting in the Soul being unable to pass on into the Afterlife. Souls are converted into Spiritual Energy, the rank of which is equal to their own. The Colt has a maximum reserve of Spiritual Energy, though upon unlocking this ability the reserve is always empty and once a price is paid a soul must be taken again in order to replenish it.
The Colt's Current Reserves: Empty
The Colt's Max Reserves: 14 C-ranks, 10 B-ranks, 9 A-ranks, 7 S-ranks, 4 SS-ranks, and 3 SSS-ranks
Fifth Ability: Unlocked by killing 12 targets with the Colt, one from each of the Classes. This ability is an advancement on the Colt's second ability thanks to the addition of the fourth. This adds the weapon's own Spiritual Energy Reserve to that which is capable of being used to generate bullets. Due to incorporating the energy from Souls, the bullets deal Spiritual Damage only able to be mitigated by Spiritual + Defense Tier Chains rather than simply Spirit Tiers alone. The bullets also have the added effect of "Soul Poisoning", dealing Hybrid Recoil Damage to any targets in possession of a soul per post (total) for an amount of time based on their rank (D = 7 Turns, X = 1 Turn). The damage dealt by the bullets is equal in rank to the price paid, while the poisoning damage is equal to 1-Rank below.
Sixth Ability: Unlocked by killing 16 targets with the Colt, one from each of the Awakenings. This is the Colt's penultimate ability, that which has it feared by most beings in existence. The weapon channels all of the Spiritual Energy present in its reserves into a single bullet, compounding the power of all the slain souls within. This bullet is then fired at the target, dealing damage based on how full the reserve was. Due to the sheer amount of power contained in that single bullet, should it strike a target in an extremely vital area (i.e. heart/core or head) they will be killed instantly, their soul screaming as it is ripped from their body and cast into the Afterlife. Should a target be hit anywhere else, they will be dealt the outlined damage of the bullet as well as "Soul Poisoning", dealing Spiritual Recoil Damage to any targets in possession of a soul per post (total) for an amount of time based on their rank (D = 14 Turns, X = 2 Turns), with targets possessing multiple souls being dealt multiple counts of said damage. There are only six exceptions to either of the above effects of the bullets: Apex Beings and Demi-Gods are treated as Critically Wounded instead of receiving the Soul Poisoning effect, the Seven Demon Princes of Hell and the Seven Archangels of Heaven are treated as Heavily Wounded, the various Avatars of Deities are treated as Wounded while Deities themselves are completely immune to the damage from this bullet due to not possessing any soul to begin with.
Reserve - Bullet DamageFull - Z-Rank
3/4th - SSS-Rank
1/2 - SS-Rank
1/4th - S-Rank
Near Empty/Empty - N/A