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Posted: Wed Mar 04, 2009 3:13 pm
-List of Weapons-
In this thread are a wide-range of shinobi weapons. You can purchase weapons for your shinobi at the Weapon Shop during roleplay. You can also create your weapon as well. If you have questions, feel free to ask them in the Questions thread or PM a crew member for head to head help.
In order to get a weapon, besides a Kunai and 5 Shuriken, you must make it yourself or do jobs for the blacksmith in order to have them make you a weapon. Visit him at the Shinobi Weapon Shop in Shimagakure.
1. Introduction 2. Swords 3. Staffs 4. Melee 5. Ninja Weapons 6. Heavy Weapons 7. Throwing 8. Ranged 9. Upgrading {Experienced User's} 10. Puppets
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Posted: Wed Mar 04, 2009 3:13 pm
Introduction
Weapons are an unmissable object in a ninja's equipment bag and therefore we have quite an extensive weapon system in this guild. In this topic you can find all the information regarding weapons and how to fight with them and even how to create them.
Skills
First of all you want to know the answer to the following questions of course.
Q: How do I know how good my character is with a certain weapon?
A: that's simple, for taijutsu you add your strength mod to your taijutsu skill, but with weapons it's a teenie bit more complicated. first of all, there's the following category at the bottom of your skill list.Quote: Weapon skills Sword: Staff: Melee: Ninja: Heavy: Throwing: Ranged: This list indicates your skill points to a certain weapon type, I'll explain those types later on, but if you go through the the weapon list you'll see a category name next to every weapon name, that's the category the weapon falls in.
Second, you add a modifier onto your skill. If you look at the weapon you're using in the weapon list you'll see the line under the damage indicating a certain ability. It's the mod of that ability you add to the weapon skill just as you do with regular skills. So with a katana and aikuchi for example it goes like this:
Sword Skill [10] + Strength Modifier [5] = Total Katana Skill [15]
Sword Skill [10] + Agility Modifier [10] = Total Aikuchi Skill [20]
They are both swords, but they have different modifiers added onto them. The modifier for each weapon is listed in the weapon description in the following posts.
Note: If you are using an item such as a stick, but practicing with it as a sword, you do not add on a modifier. Same goes with any other weapon.
Battle
When attacking you roll like any other skill. Don't forget to add your modifier onto your skill.
To Attack: 1d20 + Weapon Skill + Weapon Modifier
In order to counter an attack with a weapon you have three choices. Two of which are commonly used. You can dodge and avoid all damage, block with another weapon and receive 25% damage or catch the attack with your hands.
Dodge: 1d20 + Dodge
Block: 1d20 + Weapon Special: If the attack against your block is 50 points or higher, your weapon will break.
Catch a Flying Weapon: 1d20 + Grapple Special: Total must be 50 points higher than attack total.
Some weapons can disarm opponents. This ability is listed with their specials.
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Posted: Wed Mar 04, 2009 3:14 pm
-Swords- Anything with a hilt and a bladed edge that stands parallel on it.
Damage: ?? to ?? + Strength Modifier + 1 Per 10 ranks in Sword.
Bokken A wooden replica of a sword, also known as a bokuto (wooden sword). It is very widely used as a training weapon, and sometimes by people who do not want to kill their opponent. Mostly made of traditional oak wood and made of the same weight as a real sword to give it the same momentum. Damage: 1 to 5 + Str Mod + Sword Bonus Requirements: N/A Modifier: Strength Blacksmith DC: 10
Tanto The japanese knife, or tanto, is normally 1 shaku (1 foot) in length. It can be thrown short distances and used as a close quarter weapon. Damage: 6 to 11 + Str Mod + Sword Bonus Requirements: 10 ranks of sword, Agility 20 Modifier: Agility Blacksmith DC: 20
Dao The Dao is a single edge sword much like a saber or scimitar. These sword are relatively light and fast, leading to greater maneuverability than other swords of its length. Some ninja also use a dual pair of these swords to confuse an enemy. They are truly one sword split in two. The user of the Dao are agile and strong. Damage: 8 to 14 + Str Mod + Sword Bonus Requirements: 15 ranks of Sword, Agility 25 Modifier: Agility Blacksmith DC: 25
Katana The Katana is the most well-known sword and one of the strongest. It is generally a two handed sword, but strong shinobi who have trained with it are able to wield it easily with one. The blade has one edge that is sharp and can cut through almost anything. Damage: 13 to 20 + Str Mod + Sword Bonus Requirements: 20 ranks of Sword, Strength 30 Modifier: Strength Blacksmith DC: 30
Ninja To Upon reaching Jounin rank, every shinobi is introduced to this weapon since it is the favored weapon of the Anbu. It is lighter than the Katana, so it is easier to wield with one hand. However, it is much stronger than the Dao. The Ninja to is also shorter than the katana in length, but same in width and has a straight edge. therefore cutting like with a katana becomes useless and this decreases the fluency with which the weapon can be wielded. Damage: 10 to 14 + Str Mod + Sword Bonus Requirements: 20 ranks of sword, Agility 30 Modifier: Agility Blacksmith DC: 30
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Posted: Wed Mar 04, 2009 3:16 pm
-Staves- Weapons resembling long wooden sticks or metal poles.
Damage: ?? to ?? + Strength Modifier + 1 per 10 ranks Staff
Jo The light weight training weapon for those interested in the staff family to train with. The Jo is small and made of the lightest of woods for easily handling. The Jo is there to teach technique and stance, not for damage dealing. Damage: 3 to 8 + Str Mod + Staff Bonus Requirements: N/A Modifier: Endurance Blacksmith DC: 10
Staff A staff is basically a rod made out of any material such as wood, iron or silver. Its a plain weapon with no blades, but quite handy. Most ninja refer to the staff as a 'bo', however it can sometimes get confused with the ranged weapon, 'bow'. For the roleplay sake we will refer to it as a staff. Damage: 9 to 13 + Str Mod + Staff Bonus Requirements: 20 ranks of Staff, Endurance 30 Modifier: Endurance Blacksmith DC: 30 Special: Successful attack prevents close ranged attack without a tumble roll
Naginata A pole weapon normally used to de-horse calvary men. It is made of a large blade attached to a long pole and is great for attacking multiple enemies at once. The blade is slightly curved, making it great for slashing and ripping. The naginata is always taller than the user and its blade is usually as long as the user's arm. Damage: 11 to 20 + Str Mod + Staff Bonus Requirements: 40 Ranks Staff, Heavy 10, Endurance 40, Strength 30 Modifier: Endurance Blacksmith DC: 50 Special: Successful attack prevents close ranged attack without a tumble roll Special 2: Roll is 1d20 + Staff + Heavy Bonus
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Posted: Wed Mar 04, 2009 3:17 pm
-Melee- Weapons enhancing hand to hand capabilities by cutting tools or increasing the blow's energy.
Damage: ?? to ?? +Strength Mod + 1 Per 10 ranks Melee
Kama The kama was a weapon favored by a ninja on a mission who could disguise himself as a farmer work all day as one and then kill during the night with the kama he used to cut the grass on his farm. The blade is thick, but brittle, so not desirable for most combat situations. Damage: 4 to 7 + Str Mod + Melee Bonus Requirements: 5 ranks of Melee Modifier: Strength Blacksmith DC: 15 Special: +Weapon Bonus to Disguise
Kunai Everyone knows what a kunai is! It is the shinobi weapon that is quite simple in design with its abstract diamond point, thin handle and loop at the end. The kunai is usually made of steel with white cloth wrapped around the handle to keep the metal from rubbing against a shinobi's hand and for better grip. The Kunai is a melee weapon as well as a throwing weapon. See the 'Throwing' post for more details for throwing a Kunai. Damage: 5 to 9 + Str Mod + Melee Bonus Requirements: N/A Modifier: Strength Blacksmith DC: 10
Aian Nakkuru A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat. The blade can be used to stab or slash at the opponent, giving the user multiple options in combat. Damage: 4 to 10 + Str Mod + Melee Requirements: 10 ranks of melee, Strength 20 Modifier: Strength Blacksmith DC: 20
Tekagi This weapon is worn on the knuckles like a glove. But on this glove are bladed prongs. They can be long or short. Longer blades are easily broken, but can do more damage. Shorter blades are sturdy and do a decent amount of damage. This weapon was made for taijutsu users to add a little extra damage to their punch. Damage: 10 to 15 + Str Mod + Melee Requirements: 15 ranks of Melee, Strength 25 Modifier: Strength Blacksmith DC: 25 Special: Roll is 1d20 + Taijutsu + Melee Bonus
Whip The whip, originally a tool to keep animals in check, but when used as a weapon, it proves very useful in disarming and grappling the opponent. Not to mention it's swiftness and the ability to give attacks burning with pain without physically wounding the enemy much. Damage: 15 to 21 + Str Mod + Melee Bonus Grapple Damage: Endurance Modifier + 1 per 10 ranks Melee Requirements: 25 Ranks of Melee, Endurance 35 Modifier: Endurance Blacksmith DC: 35 Special: Can disarm opponent with 50 ranks of Melee. Your attack roll has to be 15 points higher then your opponents attack roll.
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Posted: Wed Mar 04, 2009 3:18 pm
-Ninja Weapons- Weapons frequently used by ninja's, requiring swiftness to use and can be quite dangerous.
Damage: ?? to ?? + Strength Mod + 1 per 10 ranks Ninja
Jitte A small blunt weapon which consists of a long prong with a small curved prong on the side, it's very useful to disarm an opponent and block attacks once you know how to handle it. However, it's not used to cause damage. Not a lot of strength is needed if the user is quick and precise with their movements. Damage: 4 to 9 + Str Mod + Ninja Bonus Requirements: 5 ranks of Ninja Modifier: Strength Blacksmith DC: 15 Special: Can disarm opponent with 30 ranks of Ninja. Your attack roll has to be 15 points higher then your opponents attack roll.
Tessen A Tessen is a war fan. It is a fan made of metal. They are mainly used as melee weapons, but are also used for ranged attacks. A skill user of the Tessen can use it like a shuriken. Even higher skilled user can make the Tessen return after throwing it. Those with the Wind affinity can also use this device in ninjutsus. Most ninjas wield two Tessens. A great weapon for using undercover. It is not suspicious that a woman be carrying around a fan. Damage: 6 to 12 + Str Mod + Ninja Bonus Requirements: 10 ranks of Ninja, Agility 20 Modifier: Agility Blacksmith DC: 20
Nunchaku Nunchaku consist of two wooden or metal rods attached together by a short rope or chain. Though somewhat difficult to control, the rope or chain joint of the nunchaku adds the benefit of striking from unexpected angles. This weapon was used in addition to agile taijutsus and gives the user a longer reach, as well as the ability to execute complex combinations. Damage: 10 to 13 + Str Mod + Ninja Bonus Requirements: 20 ranks of Ninja, Agility 30 Modifier: Agility Blacksmith DC: 30
Manrikigusari The Manrikigusari is basicly a large Fighting Chain, usually with a spike on one end. It is usually around 36" in legnth, and can be used from a distance. For every successful attack with the Manrikigusari, the opponent is kept back and can not use Taijutsu or Melee with the next roll. Damage: 13 to 20 + Str Mod + Ninja Bonus Grapple Damage: Strength Modifier + Ninja Bonus Requirements: 35 ranks of Ninja, 10 ranks Balance, Strength 45 Modifier: Strength Blacksmith DC: 45 Special: Can disarm opponent with 40 ranks of Ninja. Your attack roll has to be 15 points higher then your opponents attack roll. Grapple Roll: 1d20 + Ninja + Grapple Bonus
Kusarigama The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The Kama can be used to attack in close quarters while the chain which most of the time has a small metal ball like ending can be used for ranged attack, trips and disarming as well as creating vast numbers of opening for the user to kill with the kama sharp edge. The chain can be used to grapple, but target must be within close range. Some ninja upgrade their kusarigama with different attachments than the kama. Damage: 17 to 25 + Str Mod + Ninja Bonus Grapple Damage: Strength Modifier + Ninja Bonus + Grapple Bonus Requirements: 40 ranks of Ninja, 15 ranks Balance, Strength 50 Modifier: Strength Blacksmith DC: 50 Special: Can disarm opponent with 50 ranks of Ninja. Your attack roll has to be 15 points higher then your opponents attack roll. Grapple Roll: 1d20 + Ninja + Grapple Bonus
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Posted: Wed Mar 04, 2009 3:19 pm
-Heavy- Big, heavy weapons that can inflict a huge amount of damage.
Damage: ?? to ?? + Strength Modifier + 1 per 10 ranks of Heavy
Club A primitive blunt weapon that is considerably heavy. Its usually used as a training weapon to get someone well-fitted for wielding more destructive and damage inflicting weapons. Its usually made out of the heaviest of woods to work the user's arms, torso and ab muscles. Damage: 5 to 10 + Str Mod + Heavy Bonus Requirements: Heavy 5, Strength 15 Modifier: Strength Blacksmith DC: 10
Axe A tool that has been used to cut down trees can be transformed into a tool of death. The axe is top heavy and requires quite a bit a strength to wield. Damage: 12 to 18 + Str Mod + Heavy Bonus Requirements: 15 Ranks of Heavy, Strength 25 Modifier: Strength Blacksmith DC: 20
Hammer A large over-sized hammer usually made with two flat heads. An experience blacksmith could sharpen the edges of the hammer to do more damage by making them come to a point. It takes a lot of strength to lift the hammer and a lot of endurance to constantly throw it about. The hammer is more specifically used to break bones and crack skulls. Damage: 17 to 25 + Str Mod + Heavy Bonus Requirements: 30 ranks of Heavy, Strength 40 Modifier: Endurance Blacksmith DC: 40
Nodachi Sometimes bigger is better, the Nodachi is even larger then a Katana. There are several synonyms for it, like Odachi, Daikatana and Zanbato. Equalling 3 shaku at least, the sword can sometimes even become 6 or more shaku (2 meters). Damage: 23 to 33 + Str Mod + Heavy Bonus + Sword Bonus Requirements: 40 Ranks of Heavy, 10 Ranks of Sword, Endurance 50, Strength 40 Modifier: Endurance Blacksmith DC: 50 Special: Roll is 1d20 + Heavy + Sword Bonus
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Posted: Wed Mar 04, 2009 3:20 pm
-Throwing Weapons that need to be thrown to inflict damage to the opponent. Damage: ?? to ?? + Strength Mod + 1 per 10 ranks Throwing
Kunai Everyone knows what a kunai is! It is the shinobi weapon that is quite simple in design with its abstract diamond point, thin handle and loop at the end. The kunai is usually made of steel with white cloth wrapped around the handle to keep the metal from rubbing against a shinobi's hand and for better grip. The Kunai is a melee weapon as well as a throwing weapon. See the 'Melee' post for more details for stabbing with a kunai. Damage: 4 to 8 + Str Mod + Throwing Bonus Requirements: N/A Modifier: Endurance Blacksmith DC: 10
Shuriken The shuriken is simply a throwing ninja star. They are made out of a black steel that is desirable for stealth. Shuriken are relatively easy to throw and require precise aiming to be effect. Damage: 4 to 9 + Str Mod + Throwing Bonus Requirements: N/A Modifier: Agility Blacksmith DC: 10
Tanto The japanese knife, or tanto, is normally 1 shaku (1 foot) in length. It can be thrown short distances and used as a close quarter weapon. Damage: 7 to 11 + Str Mod + Throwing Bonus Requirements: 10 ranks of Throwing, Agility 20 Modifier: Agility Blacksmith DC: 20
Tessen A Tessen is a war fan. It is a fan made of metal. They are mainly used as melee weapons, but are also used for ranged attacks. A skill user of the Tessen can use it like a shuriken. Even higher skilled user can make the Tessen return after throwing it. Those with the Wind affinity can also use this device in ninjutsus. Most ninjas wield two Tessens. A great weapon for using undercover. It is not suspicious that a woman be carrying around a fan. Damage: 5 to 9 + Str Mod + Throwing Bonus Requirements: 10 ranks of Throwing, Agility 20 Modifier: Endurance Special: You need 15 ranks of Throwing to make them return after throwing Blacksmith DC: 20
Senbon This is a long used for ranged attacks. Its a needle that requires the user to have pin point accuracy. Its effective when it hits certain pressure points of the body. Its deadly and among the most stealthy weapon a shinobi can have. Also useful for acupuncture. Damage: 11 to 15 + Str Mod + Throwing Bonus Requirements: 25 Ranks of throwing, Agility 35 Modifier: Agility Special: You can paralyze points of the body if you have learned the medical technique 'Important Body Point Disturbance.' Blacksmith DC: 35
Fuuma Shuriken The fuuma shuriken is, quite simple put, an over-sized throwing ninja star. They are made out of a black steel that is desirable for stealth. Fuuma Shuriken aren't easy to throw and require precise aiming and good timing to be effective. Damage: 15 to 21 + Str Mod + Throwing Bonus Requirements: 35 ranks of Throwing, Endurance 45 Modifier: Endurance Blacksmith DC: 45
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Posted: Wed Mar 04, 2009 3:21 pm
-Ranged- Weapons that use projectiles, have a long range and can't be used on themselves.
Short Bow The bow is crafted out of Shimagakure bamboo and is wielded with both hands. It is one of the most effective long-ranged weapon and is generally used to snipe enemies from afar, being of little use and even a burden in close-ranged combat. Damage: 8 to 15 + Str Mod + Range Bonus Requirements: 5 ranks of range Modifier: Endurance Special: Arrows are required to use this weapon. Blacksmith DC: 10 per 5 arrows. Keep track of arrows in inventory. Blacksmith DC: 15
Yumi Also known as the Japanese long bow, this weapon is the most effective long-ranged weapon and can shoot from distances of hundreds of metres. The speed from the bow is renowned for being able to pierce layers of armor like a hot knife through butter, much less skin. Damage: 21 to 30 + Str Mod + Range Bonus Requirements: 35 ranks of range, Endurance 45 Modifier: Endurance Special: Arrows are required to use this weapon. Blacksmith DC: 10 per 5 arrows. Keep track of arrows in inventory. Special 2: Two dice rolls are taken up for one attack. (Meaning if you can roll four and you want to make two attacks with the bow, you can only roll two.) Blacksmith DC: 45
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Posted: Wed Mar 04, 2009 3:22 pm
Upgrading Weapons
To upgrade a weapon is to increase the damage the weapon does. There are certain steps and requirements to upgrade a weapon. You must first have a basic weapon. To craft the weapon, simply use the Blacksmith DC with 5 trains. Make sure to update the weapon's Blacksmith DC and description with each upgrade in your profile after each exercise is completed.
Material Upgrade Certain materials are stronger than some. Each time you make a material upgrade on your weapon you are practically reforging it. However, stat-wise the weapon is merely increasing damage. For each material upgrade you add +20 to your weapon's blacksmith DC. Make sure to label upgraded weapons with a new DC every time you upgrade. To upgrade the material of the weapon you will have to do the following Exercise: DC: Weapon's Blacksmith + 20 1d20 + Blacksmith Train: 5/5 Rewards: +4 to Weapon's Dmg. The following is the order in which you can upgrade your materials: Wood > Iron > Steel > Silver > Gold > Special Some weapons will not start out with wood, but start out as Iron. Please keep that into consideration when upgrading the weapon. The 'Special' upgrade has a requirement of 500 points in Blacksmith skill. Once you have reached the Special upgrade, please PM Zu-kun or Baylu Eras for a Legendary weapon quest.
Sharpening You are allowed to sharpen your weapon twice per material stage. Some weapons cannot be sharpened, so please take this into consideration when using this exercise. DC: Weapon's Blacksmith DC + 10 1d20 + Blacksmith Train: 3/3 Rewards: +1 to Weapon's Damage
Customizing There is a max of 3 Customizations per metal upgrade. Tinkering with certain specifications of a weapon can make the weapon easier to use and cause more damage. For instance, if you decide to add a curve into a shuriken's blade to make it fly better, the over all speed and damage will increase. If you have a hard time thinking of customizations for your weapon, ask Karite the Reaper for pointers or roleplay your character into the Weapon Shop to ask the blacksmith for help. Make sure you have your customized exercise approved by a crew member before training. DC: Weapon's Blacksmith + 15 1d20 + Blacksmith Train: 3/3 Rewards: +2 to Weapon's Damage
Poison Upgrade Your weapon must have this upgrade in order to proper utilize poison on a blade. Your weapon must be metal in order to have this upgrade. When using a vile of poison on your blade it is good for 2 turns. Poisons only have one use, unless stated otherwise in the poison's description. DC: Weapon's Blacksmith +30 1d20 + Blacksmith Train: 3/3 Rewards: Can now use poisons on weapon.
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Posted: Wed Mar 04, 2009 3:24 pm
-Puppets- There are no known puppet user's in Shimagakure. To become the first you'll have to brain storm the idea and invent the technique for chakra strings first. PM Zu-kun for inventing techniques. Once you invent the technique you'll have to speak with the weapon smith to get materials. He'll give you a small mission to go on and then you'll be set to construct!
Wooden Puppet A unique weapon of shinobi. This Life size puppet, and some times bigger than humans, are prepared to such master workmanship that it conceals traps and weapons in its body. Using the Puppet control Technique the shinobi can create chakra strings to manipulate the Puppet to fight for him or take his position in a stealth mission. All rolls the puppet uses is the same as the user's. Spy, Hide, Intimidate, etc. To restore your Puppet's HP, you must make a blacksmith roll to repair it. The DC of the blacksmith roll is that of the Puppet's DC. CP Cost: 5 CP per Trap used. Damage: User's Normal Taijutsu + 1 per 10 ranks Ninjutsu. Requirements: Activated Puppet Technique Attack/Dodge: 1d20 + Control Block: 1d20 + Ninjutsu [Half Damage] Use Traps: 1d20 + Trap. Target must roll a Trap detect and Dodge roll. If Target's detect fails, + Sneak Attack bonus. To Heal: 1d20 + Blacksmith [Intelligence Mod + 1 per 10 ranks Blacksmith] Avoid: Treat as Normal person.
Creating Puppet Since there are no puppet masters or puppets in existence in this shinobi world, every puppet master must construct and create their own puppet. To create your puppet it is much like a training exercise. You have to do this exercise to make the basic structure of the puppet. After you have done this exercise, you can add on extra traps to your puppet much like an upgrade. After you have created your puppet, make sure to write its description, the Black Smith DC, Health, traps and what they are, in your profile under 'Weapons'. You need to list the DC in order to make upgrades and repair your Puppet's HP. DC: 45 1d20 + Black Smith Train: 5/5 Special: Puppet's Hp: 90, Trap Slots: 3
Upgrading Puppet As a Puppet owner you are able to make upgrades to your puppet. You can add on more traps, HP or even boost its normal attack power. Each time you make an upgrade, your puppet's DC increases permanently. So, if you were upgrading a Puppet with a DC of 45 and added 10 points onto that DC for an extra trap, your puppets new DC would be 55. Meaning he would be harder to repair. Your puppet's description will also be upgraded with each change, so make sure to add that in as well. To Increase Puppets HP 5 points. DC: + 5 Train: 3/3 To Add on new Trap DC: + 5 Train: 3/3 Giving Puppet Melee/Ranged Weapon DC: + 10 Train: 3/3 Giving Puppet +1 Skill DC: + 10 Train: 3/3 Giving Puppet +1 Damage with Weapon or Taijutsu [Specific Damage.] DC: + 15 Train: 3/3
Puppet Traps Throwing Weapon Attack Damage: Weapon Damage + 1 per 10 ranks Trap Requirements: Puppet DC 45, 1 Trap Slot per 2 throwing weapons. Special: Must meet weapon requirement.
Ranged/Melee Weapon Attack Damage: Weapon Damage Requirements: Puppet DC 55, 1 Weapon Slot, Special: Must meet Weapon requirement.
Smoke Bomb Damage: None. Requirements: Puppet DC 45, 1 Trap slot Special:
Explosives Damage: Tag Damage [See Alchemy Thread] Requirements: Puppet DC 80, 1 Trap Slot Special: Must meet Explosive Alchemy requirement.
Capture Net Damage: None Requirements: Puppet DC 70, 1 Trap Slot Special: User's Grapple vs Target's Dodge
Glue Gun Damage: - User's Intelligence Mod to Target's Agility Mod Requirements: Puppet DC 100, 1 Trap Slot Special:
Oil Gun Damage: Doubles Fire Jutsu Damage Requirements: Puppet DC 100, 1 Trap Slot Special: Oil Must have hit Target in order to receive Double Damage. + Trap Bonus to Fire Ninjutsu rolls.
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