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Posted: Tue Aug 17, 2010 7:40 pm
Puppetry Guide
In this thread you will learn how to fight using the art of puppet play. It will teach you everything from how to make a puppet, to how to use it during a fight while also listing the various derived abilities from the puppet technique. The subjects explained in this thread are the following:
1 - The Kugutsu no Jutsu 2 - Basics of Puppet Play in Combat 3 - Complex Puppet Movements 4 - Crafting Puppets 5 - Puppet Gadgets, Mechanisma, and Weapons 6 - Kugutsu no Jutsu Derived Techniques
With that said, please read on and follow the rules listed below. Thank you, and enjoy roleplaying!
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Posted: Tue Aug 17, 2010 7:41 pm
The Kugutsu no Jutsu
This technique was initially developed in Sunagakure, but has since then spread to the totality of the ninja world. With it, a user can manipulate puppets of varying shapes and sizes to assist them in combat or various other situations.
Puppets are a ninja weapon, but not like any other. Like all weapons, they have their advantages and drawbacks. Of course, attacking a single enemy from all sides with various puppets is something few can do, however, when a puppeteer's puppets break, the puppet master will usually be little more than a sitting duck. Keep this in mind should you decide to follow the path of the puppeteer.
If you've made your choice, the first thing you will need to learn is obviously how to manipulate a puppet for combat. For this basic skill, a single technique must be learned to set you on your way. Of course, your success in battle will depend on how well you devellop it afterwards.
The technique is listed in the general technique list, but we have posted it here also for good measure:
Kugutsu no Jutsu (Puppet Technique)
 Just like a marionette, the user controls a puppet using strings of chakra from his fingers. Another useful quality of this skill is the fact that the puppet can take the form of another person, object, or, more commonly, the form of the user. Puppets are fitted with various hidden devices, most commonly extendable blades, various projectile launchers, and poison, both in gaseous form and liquid coating their weapons. See the puppet thread for more info. This technique can also be adapted to control humans as if they were puppets, or another puppeteer's puppets. Cp cost: 2 cp per round the puppets are used. Damage: Depends on puppet power. Requirements: Puppet Play 3, Chakra Control 10 Training: 2 stages Stage I: Puppet Play DC 15 Familiarisation with the art of puppetry. Stage II: Chakra Control DC 20 Combining puppetry with the usage of chakra strings, which are stronger, but less flexible until high control is achieved. Special: Must master this jutsu before attempting to fight with puppets.
Once this initial step is done, you may proceed along the path of the puppet master.
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Posted: Tue Aug 17, 2010 7:43 pm
Basics of Puppet Play in Combat
Now that you've mastered the Kugutsu no jutsu, you need to know and master the basics of how exactly it is used in combat. This cornerstone aspect of puppet play is made of three basic aspects: attacking, dodging, and dealing damage.
I. Attacking
Attacking with puppets is an art all of its own. It does not work in conjunction with the usual [Attack Melee] or [Attack Ranged] attributes. An independant type of attacking attribute is used for it which is [Attack Puppet]. This value is determined by the following formula:
[Attack Puppet] = [Base attack bonus] + [Puppet Play Skill / 2]
This means that every time you will launch a basic attack with a puppet, you will roll a d20 + [Attack Puppet] and try to beat your opponent's dodge rating to see if you connect. Exact same principle as for attacking in melee and attacking with ranged weapons.
As soon as you put a single point in the puppet play skill, this attribute has to appear on your profile sheet under your attack melee and attack ranged scores for quick reference.
II. Dodging
Dodging attacks is done in two situations, when being attacked physically by an opponent or when being the target of a jutsu. Obviously, puppets do not need to worry about falling victim to genjutsu.
1. Physical attacks (Taijutsu, Weapon attacks, etc.)
Just like shinobis, the chances of a puppet to dodge physical attacks will be dtermined by their dodge rating. However, the formula is a bit different than it is for regular characters:
[Puppet Dodge] = [Puppet Play Skill (User) / 2] + [Dexterity (Puppet)] + [Wisdom Modifier (User)]
Basically, what this means is that the ability for a puppet to move out of the way of physical attack will depend on the user's skill at manipulating puppet, the puppet's mobility, and the user's ability to anticipate attacks.
2. Ninjutsu
Again, the principle will basically be the same as it is for regular reflex saves. When a shinobi is the target of a jutsu, he has to roll a Reflex Save. This means that he rolls a d20 + [Reflex] = d20 + [base save bonus + dexterity modifier]. A similar reflex save will have to be used for puppets:
[Puppet Reflex] = [Puppet Play Skill (user) / 2] + [Dexterity (Puppet)]
This means that if your puppet is targeted by a jutsu, you will have to roll a d20 + [puppet reflex] and beat the jutsu's reflex DC in order to dodge it. Jutsu reflex DCs are always identified in the jutsu description.
However, not all ninjutsu techniques require a Reflex Save to dodge; some require an Athletics check instead. If the difference for a shinobi in the way these techniques must be evaded differs significantly, the principle for his puppets is still the same and will therefore require the application of the same basic formula.
III. Dealing damage with puppets
Obviously, when an attack connects, damage has to be dealt. Every puppet have a base damage value that will vary depending on its strength and gadgets. However, for all puppets, the basic formula for damage is this:
Puppet damage = (2 - 5) + Strength (puppet) + (1 - 2) per 10 points in Puppet Play (user)
In order to increase base damage, you may decide to install gadgets and mechanisms in your puppets, you will find those in the gadgets section.
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Posted: Tue Aug 17, 2010 7:45 pm
Complex puppet movements
After having mastered the basics of puppet combat, there are now a few complex maneuvers and skills that can be be develloped to increase the effectiveness of your puppet play in combat. These will be studied in three separate aspects: the multiple and simultaneous control of puppets, grappling enemies with puppets and defending yourself or allies with puppets.
I - Multiple and simultaneous control of puppets
If controlling a single puppet becomes too easy, a puppeteer can create more puppets that he will be able to use in combat at the same time. The more skilled he is, the more puppet he will be able to manage at the same time and the more fluid and organized his attacks from each puppet will be. If he has enough proficiency in puppet play, it may become possible for the puppeteer to attack with multiple puppets at the same time.
There are, however, two distinct aspects to such an abaility that obey different rules and must not be confused: the ability to control multiple puppets at the same time and the ability to attack with multiple puppets in a single attack turn.
1. Controlling multiple puppets simultaneously
For this aspect, the name speaks pretty much for itself. This skill determines on how many puppets a user can have chakra strings attached simultaneously without losing control. This number is determined by the following formula:
Maximum number of controlled puppets = [Chakra Control (User) / 10]
Obviously, when you have more joints per puppets than you have fingers, animating them is a feat that depends on your ability to control chakra. The more puppets there are, the harder it is. This skill can therefore not be neglected by puppet masters.
Training Chakra Control is therefore extremely important for a puppet master as every individual puppet may only perform one action, offensive or defensive, per turn. High chakra control also allows the user to cast Kugutsu derived techniqus on his opponents without having to give up control of some of his own puppets in the process.
2. Attacking with multiple puppets simultaneously
If controlling many puppets depends on your ability to control chakra, making them attack quickly and in a way that none are in the way of the others is something that depends solely on the user's skill at controlling puppets. The number of puppets that can attack during a single of the user's turn is determined through this formula:
Number of puppets that can attack per user turn = [Puppet Play Skill (User) / 8]
This means that during his turn, the user can launch an attack with a maximum [puppet play skill / 8] puppets, but no more than the actual number of attack turns he possesses depending on his level.
Example: Character is level 20, which means he has four attacks with a base attack bonus of (20, 15, 10, 5). Each of these values correspond to what we call separate attack turns. If user has 40 levels in puppet play, he can attack with [40 / 8 = 5] puppets during his full turn. This means that if he only uses his puppet play skill (no ninjutsu or special taijutsu), he will have attacked with 4 different puppets once. In which order he does is his own choice. He will also have one left in the back for defensive maneuvers.
3. Switching puppets during combat
As was explained earlier, the maximum number of puppets you can control simultaneously is determined by the formula [Chakra Control / 10]. So, if you only have 20 points in chakra control and can therefore only manipulate two puppets simultaneously, you will need to release the strings on one of your puppets should you wish either to use a third puppet more suited to your actual situation or to use puppet jutsus on humans.
Releasing a puppet is very simple. It does not require an attack turn as it can be done with only a thought from the user. The puppet will then crumble to the ground, immobile and harmless (usually) and the puppet master will then be free to place chakra strings on another target, puppet, enemy, or friendly. There are two ways to place chakra threads on a target, depending on the situation:
The target is consenting, immobile, or immobilized: All you have to do is flick chakra strings on them. Such an action barely takes any time as was demonstrated by Kankuro in his battle against Shino. You will still, however, have to wait until next turn to attack with the puppet you switched to.
Target is in combat and unwilling: You will need to land a succesful physical strike on your target using the technique called "Itoken", the long ranged technique called "Sōshūjin" or any other technique that specifically attaches strings to an enemy.
Once the new target has been attached to strings, you can initiate puppet jutsus on it. Do not forget however that the puppet that was abandonned remains on the ground, vulnerable to enemy attack (or maybe even theft!). Stay vigilant!
II - Grappling with puppets
In many situation, players may want to use some from of submission hold or grapple attacks. Once a victim has been trapped in a grapple, the only actions it can perform are movements tha do not require either handseals or massive movements of the body. If you wish to initiate a grapple, use the following system:
First, roll 2 D20. The first D20 is to see if the grapple even connects. Treat it like regular puppet attack using the regular formula: d20 + [Attack puppet].
Second, if the first D20 connects, the second is used to set the Grapple DC. Use this formula:
Grapple DC = D20 + [Strength (Puppet)] vs. defender's Str or Escape Artist.
Third, for every post after, the attacker rerolls their grapple DC to accomodate for real life situations such as weakening (or strengthening) grips. The defender must continue to roll Escape Artist checks to see if they get out.
After this point, the defender is stuck in a grapple hold. Damage (puppet taijutsu damage) isn't started until after the next post. To counter grapples, the defender simply rolls an Escape Artist Check and compare it to the Grapple DC. If their Escape Artist check beats the Grapple DC, the defender breaks free. If it does not beat the DC, the defender suffers damage equal to the puppet's strength attribute.
III - Defending with puppets
In order for a puppet to be able to make defensive maneuvers, it must have been kept behind in a strategic position. This means that if a puppet was sent to attack the enemy, it cannot be used during the same turn to protect the user. There are two ways for puppets to protect its user or another character, one is defensive and used during your opponent's turn (Reflex and Dodge) and one offensive used in the user's turn immediately following the attack (blocking).
1. Stepping into the opponent's line of fire
There may come a time when you wish to use your puppet to take damage for another character or yourself. This can be done by simply comparing its Dodge Bonus or Reflex Save (depending on the type of attack being blocked) to the incoming attack's DC or roll.
1) If your puppet's dodge attempt DC is at least half the DC of the incoming attack, it can take the damage for the target.
2) If it's dodge attempt DC beats the incoming attacks DC by 10 points, it can not only push the intended target out of the way but can also dodge the attack itself.
Note: This will not work for wide spread area of effect jutsu.
2. Blocking and Parrying
Blocking with a puppet is a skill in itself. To block, use the basic attack formula at the beginning of your attack turn against your opponent's attack roll. If the Block is higher, all damage from the attack is negated. Note that blocking takes double the amount of Dice Rolls as attacking. Contrarily to normal puppet actions, a single puppet can perform multiple blocks in a single turn.
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Posted: Tue Aug 17, 2010 7:46 pm
Crafting puppets
With knowledge of both basic and complex puppet maneuvers, you can move on to create your first puppet. Many first puppets will be little more than a toy in the eyes of advanced ninja, but just like your character, your puppets will soon grow to glorious standards. Creating a puppet itself is not as complex a task as it may seem. Basic knowledge in puppet crafting is all one needs to create a working puppet.
In order for your puppeteer to master this art, he will need to learn the following ability and meet its requirements:
Ninja Puppet Crafting
 This person has been trained in the fine art of puppet crafting for shinobi combat. Requirements: Craft 15, Puppet Play 1 Training: 2 stages Stage 1: Craft DC: 25, Making a puppet whose interior and shell are resistant enough to take significant damage. Stage 2: Craft DC: 27, Adapting joints and puppet interior for combat movement and gadget insertion. Effect: User can now use [Craft] skill to make shinobi puppets.
There is an important detail to keep in mind during the puppet crafting process; the points invested in the [Craft] skill. With a higher [Craft] skill, you will be able not only to increase prime attributes that define your puppet's strengths and weaknesses, but outfit them with gadgetry to potentially abolish said weaknesses, or empower said strengths.
Now, on to the crafting itself. Unlike all other crafts, you will find that the quality of your puppet relies completely on two things; your [Craft] skill and your devotion as a puppeteer. When talking of your devotion as a puppeteer, we mean the DC that you set for yourself. Yes, when crafting a puppet, you decide the DC you wish to meet. Of course, people who challenge themselves are rewarded. This will be explained later.
I - Crafting the Basic Puppet
The formula to find the number of succesful craft checks required to complete your puppet (before gadgets) is as follows:
Succesful Craft Checks Required = [Puppet DC / 2] + 5
For those who are new both to the puppet system and to the guild itself, a succesful [Craft] check means that you roll one d20 + [Craft] skill value and you have to beat a certain DC (difficulty check). The DC will be determined by the craft and will influence the puppet's overall quality and stats, as will be explained in the next section.
Once you have completed the fixed number of Craft checks vs the DC you will have choosen for your puppet, you can take your first step in customizing it.
II - Primary Stats, Stat Points, and Stat Point Distribution
There are two things you must know before deciding how you will spread your puppet's points throughout its attributes. First, what each attributes are for, and second, how much points will be at your disposal for your puppet's attributes.
1. Puppet Attributes
The primary attributes of a puppet are strength, dexterity, and constitution. Each of these will play a major factor in the role you want your puppet to ultimately serve. If you have read the basics of the fighting system, you know basically what these stats do, but, just in case, here's a brief summary:
Strength: Increases puppet's attack power (damage), increases effectiveness of grappling.
Dexterity: Increases chances of puppet dodging attacks, increases effectiveness in defensive maneuvers.
Constitution: Determines puppet health through the following formula (these values will be explained in more details):
Hp = [5 + Constitution] x [Puppet DC / 4]
Of course, there are certain "traditional" puppet types that will necessitate specific attribute dominance to be effective. However, you are the one who decides how these stats will be spread and what roles you wish your puppet to fulfill.
2. Distributing Attribute Points
To find the points your are going to deposit into these three stats is an easy process. Remember when we mentioned that people who challenge themselves are rewarded? This is where. The formula for finding your total, distributable puppet stat points is as follows:
Total points = [Puppet DC /2] + [1 per 5 levels in Craft]
Example: user has a skill of 40 in Craft and wants to make a DC 50 puppet:
Total Points = [50 / 2] + [40 / 5] = 25 + 8 = 33
When you finally have your total stat points, you can begin to deposit them into the three stats listed above. Once they've been distributed and the puppet is confirmed by a crew member, you can no longer simply shift the stats. Next comes an important number in the puppet customization process.
III - Weapon/Gadget/Mechanism Slots
A puppet is not a limitless vessel; it has only a certain amount of space that can be used to outfit it with various gadgetry. Your [Craft razz uppet] skill at the time of your puppet's creation will determine how many weapon slots are available.
The formula for finding your total weapon slots is as follows:
Total Weapon Slots = [Craft (at the time of creation)] /5
This number is rounded down if need be.
With that, the puppet itself is complete. However, there are two options available to you as you progress along your journey that will be explained later on.
IV - Puppet Sheet
Now that you know how to distribute skill and the number of gadgets you can equip your puppet with, you can move on ahead to the most important step: making the puppet's sheet.
Every puppet you make must have sheet based on this template that is accessible to people who need to consult it during battles:
[b][align=center]~Puppet Data~[/align][/b]
[b]Name:[/b] [b]Owner:[/b] [b]Size:[/b] [b]Physical Description:[/b] [b]Puppet DC:[/b] [b]Craft's Name:[/b] [b]Craft's Skill Level:[/b]
[b][align=center]~Puppet Stats~[/align][/b]
[b]Hp:[/b] [5 + Constitution] x [Puppet DC / 4] =
[b]Number of stat points:[/b] [Puppet DC /2] + [1 per 5 levels in Craft] =
[b]Strength:[/b].......(value) | (total bonuses/penalties) | [b]Total[/b] [b]Dexterity:[/b]......(value) | (total bonuses/penalties) | [b]Total[/b] [b]Constitution:[/b]...(value) | (total bonuses/penalties) | [b]Total[/b]
[b]Dodge Bonus:[/b] [Puppet Play (User) / 2] + [Dexterity (Puppet)] + [Wis Mod (User)] = [b]Reflex:[/b] [Puppet Play (user) / 2] + [Dexterity (Puppet)] =
[b]Attack Puppet Bonus/Penalty when using this puppet:[/b] (Add the bonuses and penalties from all gadgets and indicate total here)
[b]Puppet Damage[/b]: (2 - 5) + Gadget bonuses + [Strength] + 2 per 10 point in puppet play (user) =
[b]Number of Weapon, Gadget, and Mechanism Slots:[/b] [Craft's Skill Level (at the time of creation)] /5 =
[b][align=center]~Puppet Equipment~[/align][/b]
[b]Gadgets and mechanisms:[/b]
[b]Weapons, scrolls or tools inserted:[/b]
V - Puppet Refining
A ninja is very likely to keep a puppet with them for as long as they live. For this reason, the puppet refining and reworking systems are set into place. You will notice as you grow in strength, your puppet will continue to stay at the same level of power and performance, unless it is refined often. Refining is an easy process that mirrors the original puppet creation process.
The formula for refining a puppet is as follows:
Succesful checks for refinement = (Difference between [Puppet DC] you want to refine the puppet to and current [Puppet DC]) + 5.
After the refinement process, you may add stat points to your puppet as though it had been crafted at this DC. You may only add additional points to its stats, you cannot redistribute those that had already been spent. Your puppet may also have additional puppet slots for weapons, gadgets, or mechanisms, it will have as many as if it had been crafted to its new DC.
VI - Puppet Reworking
The last option available to you in regards to your puppet is the ability to rework your puppet. A little stat change can go a long way in streamlining your puppet. If you've found that your puppet has become too cumbersome or weak for its purpose, you have the option of reworking it slightly. The reworking process enables you to take a variable amount of stat points and redistribute them among the primary stats.
The formula for the amount of posts to successfully rework a puppet is as follows:
Succesful [Craft] Checks for Reworking = Amount of points being shifted / 2.
Craft DC for reworking = 10 + [Craft]
With all of this done, you are now ready to proceed to the selection and crafting of your puppet's weapons, gadgets, and mechanisms.
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Posted: Tue Aug 17, 2010 7:48 pm
Puppet Gadgets, Mechanisms, and Weapons
If puppets have a restricted amounts of fixed stats, what truly determines their individuality and specialty are the gadgets that you will put into them. Gadgets and weapons are to a puppet what skills and jutsus are to shinobis. They will therefore grant bonuses and penalties depending on their nature. All gadgets have to be crafted individually and then inserted into the your puppets, their crafting is not part of the regular puppet craft posts required to build the puppet itself.
As crafting is an art all of its own, there are most likely as many gadgets and weapons as there are crafts to make them. However, there are basic gadgets that are known to most puppet crafts in some for or another. Because of this, you will be able to craft any of the below mentioned puppet gadgets but you will have the liberty of making your own, pending approval in the Clans, jutsus, weapons, and bloodlines forum of course.
This section will therefore be divided into two part: an explanation of how to determine the time required to craft these gadgets and a list of the possible weapons, gadgets and mechanisms.
I - Weapon, Gadget, and Mechanism Crafting
This system is fairly simple but must be explained clearly nevertheless. In the description of each gadget, you will find three pieces of information that are of utmost importance to gadget crafting: requirements, puppet slots required per gadget and Craft DC.
1. Requirements
This is pretty simple, some gadgets are more complex than others. Some far more complex than others. In order for your character to even consider crafting a gadget, he must meet the specified requirements for each of them. Once you've made sure your character meets these requirements, you may proceed to the next step.
2. Number of Puppet Slots Required
Depending on the gadget, weapon, or mechanism's complexity or volume, inserting it in your puppet might occupy more place in your puppet than others and also therefore require more time to craft. Therefore, do not forget that the number of slots your puppets have is not necessarily equal to the number of gadgets you can put into it.
3. Crafting DC and Crafting Posts
The crafting DC reflects how complex and difficult the gadget is to create. The more complex they are, the higher the DC will be. In order to craft a gadget, you will need to succeed a number of successful [Craft] checks of that DC according to the formula:
Successful Craft Checks Required = [Number of gadget's Puppet Slot Requirement] x 5
This means that if you're crafting a gadget that occupies 3 puppet slots that has a crafting DC of 10, you will need to succeed [3] x 5 successful craft checks with a DC of 10 in order to craft the gadget.
Remember, gadgets are transferable from one puppet to another or can even be scavenged from defeated puppeteer's puppets. A crafted gadget is a "valuable" that can be mentioned in your character's profile sheet if not inserted into a puppet.
II. Weapons, Gadgets, and Mechanisms List
This sectionexplains the various components that your puppet can be equipped with and the requirements that need to be met in order to do so.
1. Limb weapons
These weapons are useually embedded or concealed in puppet arm, legs, tails or paws. Obviously, unless otherwise specified, you can ony have as many of these weapon on your puppet as it has limbs to fit them on.
Long forearm blades Long blades bolted to the puppets forearms or any limbs. Used to extend reach and cut opponents. Number of weapon slots required: 1 per blade Damage: Add (2 - 3) to basic puppet damage per blade. Special: Increase [Puppet Attack] by 1. Requirements: Craft 5, Intelligence, 8. Crafting DC: 15
Retractable limb spikes A special retractable spike that is inserted in a non support limb. User can have his puppet retract the spikes only for attacks, this way preventing the encumbrance caused by permanent blades. Also, ideal weapon for sneak attacking as it is only visible when deployed. Number of weapon slots required: 2 per spike Damage: Increase puppet base damage by (1 - 4) per spike if attacking with this weapon. Special: Increase [Sneak Attack] skill by 2 when launching sneak attacks made with puppet equipped with this weapon. Effect does not stack if puppet is equipped with multiple of these. Requirements: Craft 25, Intelligence 20. Crafting DC: 35
Buzzsaw Limb Blades Mechanical blades protruding from puppet limbs. Greatly increases damage. Number of weapon slots required: 3 per blade Damage: Increase puppet damage by (15 - 25) per blade. Special: Reduce Sneak Attack skill by 5 when using this puppet. Increase [Attack Puppet] by 2. Requirements: Craft 30, Intelligence, 23. Crafting DC: 40
Large arm shield Basically a large metal plate attached to the puppet's arm. Used for blocking. Number of weapon slots required: 1 Damage: n/a. Special: Increase puppet constitution by 3 reduce puppet dexterity by 1. Requirements: Craft 5, Intelligence 10, chakra control 40. Crafting DC: 15
Integrated tension based projectile appendages From non support limbs spring out two horizontal or vertical flexible wooden appendages linked at their tip by a fine and very solid piece of thread. Can be used as a bow to fire arrows. Number of weapon slots required: 1 Damage: Arrow damage + puppet dex Special: Enables the puppet to fire arrows. Requirements: Craft 20, Intelligence 16. Crafting DC: 30
Mechanically reinforced limbs The puppet's limbs built to extend around the target and increase constriction. Is compatibe on limbs with other weapons and gadgets. Number of weapon slots required: 1 Damage: n/a Special: Add 5 points to DCs to maintain grapple. Increase puppet strength by 1. Requirements: Craft 10, Intelligence, 10. Crafting DC: 20
Chakra Stringable Fingers Orifices in the puppet's fingers through which the puppeteer can attach loose threads so that the puppet may be able to stick them on targets upon contact. Compatible with other limb weapons unless the fingers are specifically used for it. Number of weapon slots required: 3 Damage: n/a Special: All successful melee attacks by puppet can attach chakra strings to a target. Requirements: Craft 28, Intelligence 26, Chakra Control 25, Itoken. Crafting DC: 38
Chakra Light Shield Mechanism This chakra shield can be installed in any puppet. A mechanism inside the puppet opens its arms into a couple of segments, through which the user radiates their chakra. The chakra spreads out like a thin film and turns into a protective sheet, blocking all physical attacks and some jutsu. Incompatible with most concealed limb mechanisms. Number of weapon slots required: 2 Damage: n/a. Special: Can be used as a reaction (during opponent's turn). Gadget can be used by the puppet individually or on itself and another character if the puppet make a successful defensive maneuver roll to protect another person. Completely nullify damage dealt by any attack or jutsu. Can only be used once per battle, needs to recharge afterwards. Requirements: Craft 42, Intelligence 30, Chakra Control 40. Crafting DC: 52
2. Joint and Articulations
These are the points that allow your puppet to move and that are, usually, also weak point in your puppets structure. Unless otherwise specified in the mechanism's description, your puppet can only be outfitted with one of these fow all of its articulations.
Advanced lubricated joints Special joints that retain oil and lubricants to minimize movement noise by the puppet. Ideal for assassination purposes. These joints are however slightly less sturdy than regular ones and can cause durability problems in combat. Number of weapon slots required: 1 Damage: n/a Special: Add 6 points to user's [Sneak Attack] skill when using the puppet equipped with this mechanism for the attack. Reduce puppet constitution by 1. Requirements: Craft 7, Intelligence, 10. Crafting DC: 17
3. Frame
Not all puppets are equipped with one. A frame is a unified internal structure to which the rest of your puppet is attached. Usually, these will tend to solidify your puppet at the cost of mobility. If a frame is inserted, only one type can be outfitted to a single bodied puppet.
Reinforced frame A solidified frame is inserted throughout the puppet to increase its resistance to impact. Number of weapon slots required: 2 Damage: n/a Special: Increase puppet constitution by 3. Reduce puppet dexterity by 1. Requirements: Craft 15, Intelligence 10. Crafting DC: 25
4. Lining
This is a material which covers the interior of your puppet's outer shell. It is not visible to the naked eye but can drastically affect the structure of your puppet nevertheless. In order to have its full effect, only one type of lining can be crafted into a puppet.
Lightweight interior lining The user replaces the usual heavy wooden interior lining with a much lighter equivalent to facilitate puppet attack and movement. Reduces puppet durability. Number of weapon slots required: 1 Damage: n/a Special: Puppet Attack +1, Dexterity +1, Constitution -2. Requirements: Craft 10, Intelligence 12. Crafting DC: 20
Flexible puppet lining This specific gadget is an elastic fabric embedded on the inside of the puppet's outer shell. It's unique attributes, allow the outer shell to bend a bit more before it shatters or cracks. However, this material also reduces the impact strength of the puppet as the elasticity absorbs some of the motion's energy in all attacks. Number of weapon slots required: 2 Damage: n/a. Special: Constitution +2, Puppet Attack -1. Requirements: Craft 30, Intelligence 22. Crafting DC: 40
5. Plating/Shell
The outer surface of your puppet and the area that will take the most damage. Unless otherwise specified, only one type of shell or plating can be applied to a puppet.
Heavy Wooden Shell A much thicker exterior shell made of assembled heavy woods.Obviously, this plating increases the puppet's resistance to impact at the cost of mobility. Number of weapon slots required: 2 Damage: n/a Special: Constitution +3, Dexterity -1, Puppet Attack -1. Requirements: Craft 10, Intelligence 10. Crafting DC: 20
Chakra Metal Shell Lighter than it looks, this thin layer of chakra metal covers the entire surface of the puppet to allow regular weapon effect jutsus to be user on the puppet (like flying swallow or electric jutsus). Number of weapon slots required: 3 Damage: n/a Special: +1 Constitution, -1 Dexterity, Allows channeling of regular blade or weapon jutsus on the puppet. Requirements: Craft 30, Intelligence 25. Crafting DC: 40
Kakuremino Lined Shell The puppet's exterior shell is outfitted with a cloak of invisibility that gives the puppet partial camouflage at all times. Compatible with other plating types. Number of weapon slots required: 3 Damage: n/a Special: +5 to sneak attack skill when attacking with this puppet, + 5 to Stealth {hiding} checks involving this puppet. Requirements: Craft 25, Intelligence 20, Chakra Control 30, Kakuremino no Jutsu. Crafting DC: 35
Spiked Casing Special casing covered in shuriken tips. Causes damage not only to people who are hit by the puppet but also to melee attackers. Compatible with most types of plating. Number of weapon slots required: 2 Damage: Increase base damage by (2 - 3) Special: All melee attacks on the puppet cause the attacker (2-3) + str mod (attacker) damage. Increase rolls to maintain grapple by 3. Requirements: Craft 15, Intelligence 12. Crafting DC: 25
6. Trap/Passenger Compartments
These are large hollow areas geared or not in your puppet that be used either to trap an enemy in or to store a passenger. If these can be very useful they usually, however, use up a lot of room in a puppet's structure. Unless your puppet has a very unique shape, there usually isn't any room in a puppet for more than one of these.
Basic Trap Compartment The puppet has a large container usually in its torso made specifically for the purpose of keeping victims imprisoned. It is, however, extremely heavy and can impair a puppet's movements. Number of weapon slots required: 2 Damage: n/a Special: Add 10 points to DCs to maintain grapple. Maintaining the grapple for over three turns does not however cause damage to MHP. Reduce puppet dexterity by 2 points. Individuals inside the compartment are shielded from area of effect jutsus from the outside for as much damage as the puppet has Hp left. Requirements: Craft 13, Intelligence, 12. Crafting DC: 23
Advanced Pressurized Trap Compartment The puppet is equipped with a mechanical chamber in which it traps opponents who have been successfully grappled. The chamber contracts around the user, increasing pressure on its prisoner. Number of weapon slots required: 4 Damage: n/a Special: Add 15 points to DCs to maintain grapple. Reduce puppet dexterity by 2 points. Individuals inside the compartment are shielded from area of effect jutsus from the outside for as much damage as the puppet has Hp left. Requirements: Craft 32, Intelligence, 28. Crafting DC: 42
Bladed Trap Compartment Mechanical blades inserted in the puppet's already existing trap compartment. Causes wounds to prisoner. Number of weapon slots required: 2 Damage: (10 - 20) per turn victim is stuck inside the puppet. Special: Add 2 points to DCs to maintain grapple. Requirements: Craft 18, Intelligence, 15. Crafting DC: 28
Passenger compartment A space is carved into a puppet large enough to carry a person to protect it inside of its body. The user can control the puppet from the inside. Only problem is that the hollow space inside can cause problems to puppet durability. Individuals inside the compartment are shielded from area of effect jutsus from the outside for as much damage as the puppet has Hp left. Number of weapon slots required: 4 Damage: n/a Special: Enables a person to stay inside the puppet. Reduce puppet constitution by 2. Requirements: Craft 35, Intelligence 18. Crafting DC: 45
7. Miscellaneous objects and weapons
These are the residual gadgets your puppet can be outfitted with that can fit in any available slot in your puppet.
Chakra thread harpoons Through various orifices on the puppet's body, miniature harpoons attached to chakra threads are fired at the enemy to facilitate grappling. Number of weapon slots required: 1 Damage: n/a Special: Add 5 points to initiate grapple roll. Requirements: Craft 15, Intelligence, 14, Chakra Control 15. Crafting DC: 25
Small weapon launcher The puppet has a special mechanism that enables it to fire projectiles at it's target from a distance. Used if user wishes to keep his puppet back because of damage or if he wishes it to stay free for a defensive maneuver. Number of weapon slots required: 2 Damage: Replace basic puppet damage to Base projectile damage + Dexterity (puppet) + 2 per 10 point in puppet play (user) Special: Ranged attack. Puppet can use this attack and stay in position to make a defensive maneuver. Requirements: Craft 20, Intelligence 16. Crafting DC: 30
Medical prosthesis The puppet is equipped with a number of tools used to treat injuries. The puppet becomes somewhat of a mobile medical station. Number of weapon slots required: 2 Damage: n/a Special: Increase treat injury skill by 5 when using this skill with this puppet active in the vicinity. Requirements: Craft 25, Intelligence 25, treat injury 15. Crafting DC: 35
Scroll compartments A support able to contain sealing scrolls that are necessary to use higher level elemental weapons such as flamethrowers or water pressure canons. Number of weapon slots required: 1 Damage: n/a Special:Enables puppet to use elemental based gadgets. Required scrolls are not made at the same time as this appendage, must be inserted separately. Requirements: Craft 10, Intelligence 18. Crafting DC: 20
Flamethrower A canon connected to the scroll compartments on the puppet. Emits fire blasts at the cost of sealed scrolls. Number of weapon slots required: 1 Damage: (15 - 30) Special: Using this weapon uses up 6 of this puppet's attack turns or one full turn, whichever is less. Using this technique uses up one fire scroll. Causes fire status ailments. Requirements: Craft 25, Intelligence 20. Crafting DC: 35
Water pressure canon A canon connected to the scroll compartments on the puppet. Emits powerful water blasts at the cost of sealed scrolls. Number of weapon slots required: 1 Damage: (40 - 60) Special: Using this weapon uses up 6 of this puppet's attack turns or one full turn, whichever is less. Using this technique uses up one water scroll. Requirements: Craft 25, Intelligence 20. Crafting DC: 35
Gas reservoir, synthesis system, and release mechanism A reservoir is placed inside or attached to the puppet's body containing a gas that when released into the air turns into a thick localized smoke screen. A special system is contained inside the reservoir which synthesizes the gas. Number of weapon slots required: 2 Damage: n/a Special: Can only be used twice in each battle, must wait until it refills afterwards. Add +6 to all stealth checks made in the area. Requirements: Craft 18, Intelligence 14. Crafting DC: 28
Poison gas reservoir, synthesis system, and release mechanism A reservoir is placed inside the puppet's body containing a gas that when released into the air turns into a thick localized poison cloud. A special system is contained inside the reservoir which synthesizes the poison gas. Number of weapon slots required: 2 Damage: 2d10 continuous damage + 1d4 constitution damage per turn you spend breathing the cloud of smoke. Special: Can only be used twice in each battle, must wait until it refills afterwards. Using this weapon uses up 4 of this puppet's attack turns or one full turn, whichever is less. Increase all stealth checks in the area by +6. Victim must use up one full turn to get clear of the smoke's spread. Requirements: Craft 30, Intelligence 26. Crafting DC: 40
Bladed tail like appendage The user builds a long massive metal appendage resembling a tail which he connects to his puppet's frame that is used for defense, attack, and grappling. Controlling this tail in addition to the puppet requires significant skill in puppet play. Number of weapon slots required: 3 Damage: Increase puppet base damage by (5 - 10) if attacking with this weapon. Special: Increase puppet attack by 2 and constitution by 1, reduce puppet dexterity by 2. Add +5 to all defensive maneuvers made by this puppet. Add +5 to initial grapple rolls when using this weapon. Reduce base attack bonus for attacks with this puppet by 2 due to encumbrance. Requirements: Craft 34, Intelligence 30, Puppet Play 31. Crafting DC: 44
8. Human puppet mechanism
An entire section is devoted to this technique in the present puppettry F.A.Q., please refer to it for more information regarding this.
Human puppet basic systems Can only be crafted by users who have mastered the Hitokugutsu no Jutsu {Human Puppet Technique}. This special complex system must imperatively be inserted in a human puppet to replace the tissue that was taken out during the crafting of the puppet. Number of weapon slots required: 4 Damage: n/a Special: Once the human puppet is made and the sealing essence drum is connected, the puppeteer can fuel the puppet with his own chakra to use the jutsus the deceased individual had mastered. Requirements: Craft 45, Intelligence 35, Hitokugutsu no jutsu. Crafting DC: 55
9. Custom puppet equipment
Of couse, like with most things in WotN, we encourage you to let your imagination run free and create your own equipement. Just think of something, create it and run it by us in approvals subforum!
Use the following template:
[b]Gadget, mechanism, or weapon name[/b] (Insert description) [b]Number of weapon slots required:[/b] [b]Damage:[/b] [b]Special:[/b] [b]Requirements:[/b] [b]Crafting DC:[/b]
Gadget, mechanism, or weapon name: Self explanatory Description: What your gadget is about, where it is usually inserted. In which situations it is used. Number of weapon slots required: As was explained in the puppet crafting section, puppets have a fixed number of slots available for gadgets and mechanisms. Some, however are bigger than others, some more complex, and thus might take the place that would have been required by another object. The basic value here is 1, but there could be multiple slots required by a single gadget. Damage:Mostly for weapons, what is the damage caused by this weapon? Or the technique that this weapon enables. Special: Does the gadget grant special bonuses to skills? Penalties? Does it boost some of the puppet's attributes? Requirements: What are the required skills required by a craft to make and install the said mechanism? Those will mostly be Craft skills and intelligence requirements, but it is also possible that a certain dexterity or chakra control may be required. Obviously, the stronger and the more complex the gadgets, the higher the requirements. Crafting DC:This value is determined by [Craft Requirement + 10]
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Posted: Tue Aug 17, 2010 7:52 pm
Kugutsu no jutsu derived techniques
If puppet masters rely very heavily on their puppet's physical and weapon attacks in combat, the extent of their proficiency does not limit itself to that sole aspect of the Puppet Technique. The unique type of manipulation that they strive to become masters of can also find applications in other ways, either on objects or people.
Here you will find the list of all the jutsus that are derived from the basic puppet technique. Like all jutsus, requirements in all stats and skills must be matched to learn the jutsus. Bear in mind that this is the list of presently approved puppet jutsus, more could be added if they are approved in the Clans, jutsus, weapons, and bloodlines forum. This particular segment is divided into two parts: First, you will find the list of every jutsu reserved specifically for puppet masters. Second, you will find an explanation in greater depth of the Human Puppets Technique, which warrants its own section due to its power and complexity.
I. Kugutsu based Jutsus
E-Rank
Sōen: Kugutsu Kawarimi no jutsu (Puppet Performance: Puppet Replacement Technique)
 User siwtches place with one of his puppets. Momentum is used to increase chances of grappling the opponent. Cp Cost: 4 cp Damage: n/a Reflex DC: n/a Requirements: Kugutsu no jutsu, Kawarimi no jutsu, puppet play 5. Training: 1 stage Stage I: Puppet Play DC: 15, Have your puppet throw something at ou and switch places with it before it hits. Special: This attack is considered as having been used during your opponent's turn. (It does not use up your attacks for your turn). Can only be used if all of the opponent's attacks have missed. Add opponent's [str mod] to bondage roll immediately following the kawarimi. Allows user to go into hiding. If user wishes to flee, he gets an extra initial roll. If he wishes to attack, his next attack is considered a Sneak Attack.
D-Rank
Itoken (String Fist)
 Through physical contact, the user places chakra strings on an unwilling target to allow puppet jutsus to be performed on it later on. Cp Cost: 1 cp Damage: n/a Reflex DC: n/a Requirements: Kugutsu no jutsu, dexterity 10 Training: 2 stages Stage I: Dexterity DC: 10, Attaching chakra threads after a succesful melee attack. Stage 2: Dexterity DC: 12, Attaching chakra threads after a succesful block. Special: This attack is used simultaneously with a succesful physical attack or block for no extra attack turns. Attaching threads to a target counts as controlling a puppet for chakra control requirements.
C-Rank
Sōen: Sōshūjin (Puppet Performance: Manipulating Attack Blades)
 Similar to the basic technique that bares the same name. User attaches a chakra strings to various weapons to control them from a distance. Can be used to guide projectiles or throw large weapons. Cp Cost: 2 cp per large weapon, 1 cp per projectile Damage: Weapon damage + 2 per 10 points in [Puppet Play] Reflex DC: 12 + chk mod + 2 per 10 points in [Puppet Play] for large weapons. Requirements: Kugutsu no jutsu, Chakra Control 15, Puppet Play 12 Training: 3 stages Stage 1: Chakra Control DC: 25, Guiding projectiles using chakra strings. Stage 2: Chakra Control DC: 27, Levitating large weapons using the Kugutsu no Jutsu. Stage 3: Puppet Play DC: 22, Projecting large weapons at a target. Special: Using these attacks does not require to release control of a puppet. Succesful hits by these attack can cause chakra strings to attach to target if user wishes it to. Attaching chakra strings to a target counts as manipulating a puppet for Chakra Control requirements. *Projectiles: Can control up to 4 blades + 3 more for every 10 points in [Puppet Play]. *Large Weapons: Can control up to 2 blades + 2 more for every 10 points in [Puppet Play].
Sōen: Hitomi Gokū (Puppet Performance: Skillful Achievement with a Human Body )
 A puppet performance technique where chakra strings are attached to various spots on a person's body. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well. The origins of this technique lie on the battlefield. When a puppet user's puppets where all destroyed, they would begin using corpses. To perform this technique with a living person requires both parties to trust each other deeply. Cp Cost: 2 cp per round this technique is used. Damage: n/a Reflex DC: n/a Requirements: Kugutsu no jutsu, Chakra Control 20, Puppet Play 15. Training: 3 stages Stage 1: Chakra Control DC: 30, Basic control of a living person.. Stage 2: Chakra Control DC: 32, Violent and sudden movement amplification. Stage 3: Puppet Play DC: 25, Synching with human puppet to follow its movement and add your skill to them, not control them completely. Special: Using this technique counts as manipulating a puppet. *Makes user's [Puppet Play] target’s [Dexterity]. *Makes target's [Attack Melee] and [Attack Ranged] user's [Attack Puppet] *Makes user's [chk mod] target’s [str mod]. *Add user's [wis mod] to target's [Dodge].
B-Rank
Sōen: Kugutsumahi (Puppet Performance: Puppet Paralysis)
 User uses the chakra strings on his enemy to prevent any movement, leaving him open to attacks from the puppeteer’s puppets or allies. Cp Cost: 30 cp to to initiate the jutsu, 8 cp per turn to maintain. Damage: n/a Reflex DC: n/a Escape Artist DC: 16 + chk mod + 2 per 10 ranks in [Puppet Play] Requirements: Kugutsu no jutsu, Chakra Control 25, Puppet Play 30. Training: 4 stages Stage 1: Chakra Control DC: 35, Basic control of a living person.. Stage 2: Chakra Control DC: 37, Immobilizing a person who is trying to move. Stage 3: Puppet Play DC: 40, Immobilizing a person who is fighting to get free. Stage 4: Puppet Play DC: 42, Maintaining tension in chakra strings for prolonged duration. Special: Using this technique counts as manipulating a puppet. User is completely paralyzed until he can get free.
A-Rank
Sōen: Itowohiku (Puppet Performance: Pulling the Strings)
 User uses the chakra threads on his enemy to control him against his will, as a human puppet. Cp Cost: 50 cp to to initiate the jutsu, 10 cp per turn to maintain. Damage: n/a Reflex DC: n/a Escape Artist DC: 18 + chk mod + 2 per 10 ranks in [Puppet Play] Requirements: Kugutsu no jutsu, Chakra Control 35, Puppet Play 40. Training: 5 stages Stage 1: Chakra Control DC: 45, Basic control of a living person.. Stage 2: Chakra Control DC: 47, Controlling a person who is trying to move. Stage 3: Puppet Play DC: 50, Controlling a person who is fighting to get free. Stage 4: Puppet Play DC: 52, Compensating for attack strength lost of person fighting back. Stage 5: Puppet Play DC: 54, Maintaining tension in chakra strings for prolonged duration. Special: Using this technique counts as manipulating a puppet. User can manipulate the target at will as if he was his puppet. Replace victim's [Attack Melee] and [Attack Ranged] to user's [Attack Puppet] while manipulated.
S-Rank
Hitokugutsu (Art of the Human Puppets)
 A technique developed by the great puppet master Sasori and rediscovered by Sunagakure specialists. By removing the internal organs of a foe and preserving the body to prevent decomposition, this technique allows the user to create puppets from human corpses. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had. Cp Cost: All jutsus used are fueled by the user's chakra. Damage: Puppet damage. Reflex DC: Jutsu basic reflex DC. Requirements: Kugutsu no jutsu, Chakra Control 50, Puppet Play 50, Craft 50, relatively fresh corpse. Training: 6 stages Stage 1: Craft DC: 60, Emptying the corpse.. Stage 2: Chakra Control DC: 60, Crystallizing chakra system. Stage 3: Craft DC: 62, Replacing major structures with puppet parts. Stage 4: Puppet Play DC: 60, Cogging new parts to allow normal puppet like movement without dismemberment. Stage 5: Chakra Control DC: 62, Controlling puppet's chakra through your strings. Stage 6: Puppet Play DC: 62, Using puppet's jutsus. Special: Allows user to make a puppet out of a corpse. Regular rules of puppet making apply. User can use the defunct's jutsus when manipulating the puppet as though they were his own, regardless of affinity or genkai. He must still pay the required chakra cost from his chakra reserves however. Indicate on the puppet's sheet what its jutsus are.
II. Using the Hitokugutsu Technique
If the art of crafting puppets is complex enough as it is, crafting one from a human body while maintaining chakra functions is a difficulty class all of its own. There are are series of steps that must be taken to be able to craft and use human puppets.
1. Find a fresh (or soon to be) corpse to train the technique
This is the first and most important part. If you only wish to train the technique, this can be done on any living being that has a chakra system. Of course, making a puppet out of a dead bunny won't be of much use but it will serve it's purpose for the sake of learning how to preserve chakra system into a puppet body.
2. Craft the human puppet basic system
Obviously, the internal structure of a human puppet will be significantly different from that of one of your regular puppet. A special mechanism must therefore be inserted into the puppet's body to link the puppet's chakra system to its mechanism and finally to the chakra threads that connect it to the user.
Quote: Human puppet basic systemsCan only be crafted by users who have mastered the Hitokugutsu jutsu. This special complex system must imperatively be inserted in a human puppet to replace the tissue that was taken out during the crafting of the puppet. Number of weapon slots required: 4 Damage: n/a Special: Once the human puppet is made and the system is connected, the puppeteer can fuel the puppet with his own chakra to use the jutsus the deceased individual had mastered. Requirements: Craft 45, Intelligence 35, Hitokugutsu no jutsu. Crafting DC: 55
Once this is done, you will need to find a host for your mechanism if you wish to make a useful puppet.
3. Finding a host
Probably the most difficult part of your task. You need to find someone who is either dead or that you are going to kill to use this technique on. These can be either RPC or NPC. Note that unless you have a very specific exemption from your kage, dead bodies cannot be obtained during time skips. You must find or kill someone yourself in a roleplaying situation in order to obtain a human puppet. These permissions will be granted only very scarcely and in very specific situations.
4. Crafting the puppet
Crafting a human puppet, except for what was listed here, is no different than crafting a regular one. Read the specific section on puppet crafting for more information.
5. Making the puppet sheet
Like all puppets, human puppets require that a sheet be made listing their stats and abilities. However, special mentions must be made on it to specify mainly what its affinities, limits and jutsus are. The sheet therefore differs slightly from the usual one.
[b][align=center]~Puppet Data~[/align][/b]
[b]Name:[/b] [b]Owner:[/b] [b]Size:[/b] [b]Physical Description:[/b] [b]Puppet DC:[/b] [b]Craft's Name:[/b] [b]Craft's Skill Level:[/b]
[b][align=center]~Hitokugutsu Profile~[/align][/b]
[b]Shinobi's Name:[/b] [b]Village:[/b] [b]Clan/Bloodline:[/b] (if any) [url=Link to the Clan's Thread]Clan name[/url] [b]Element Affinity:[/b] [b]Clan/Bloodline:[/b] (if any) [b]Gender:[/b] [b]Rank:[/b] [b]Death/Retrieval:[/b] [url=Link to thread where death or retrieval of body occured]Name and page of the thread[/url]
[b][align=center]~Puppet Stats~[/align][/b]
[b]Hp:[/b] [5 + Constitution] x [Puppet DC / 3] =
[b]Number of stat points:[/b] [Puppet DC /2] + [1 per 5 levels in Craft] =
[b]Strength:[/b].......(value) | (total bonuses/penalties) | [b]Total[/b] [b]Dexterity:[/b]......(value) | (total bonuses/penalties) | [b]Total[/b] [b]Constitution:[/b]...(value) | (total bonuses/penalties) | [b]Total[/b]
[b]Dodge Bonus:[/b] [Puppet Play (User) / 2] + [Dexterity (Puppet)] + [Wis Mod (User)] = [b]Reflex:[/b] [Puppet Play (user) /2] + [Dexterity (Puppet)] =
[b]Attack Puppet Bonus/Penalty when using this puppet:[/b] (Add the bonuses and penalties from all gadgets and indicate total here) =
[b]Puppet Damage[/b]: (2 - 5) + Gadget bonuses + Strength (puppet) + 2 per 10 point in puppet play (user) =
[b]Number of Weapon, Gadget, and Mechanism Slots:[/b] [Craft's Skill Level (at the time of creation)] /5 =
[align=center][b]~Hitokugutsu Jutsus~[/b][/align]
[b]Ninjutsu Skill:[/b] [b]Genjutsu Skill:[/b] [b]Fuuinjutsu Skill:[/b]
[u]E-Rank :[/u] [u]D-Rank :[/u] [u]C-Rank :[/u] [u]B-Rank :[/u] [u]A-Rank :[/u] [u]S-Rank :[/u]
[b][align=center]~Puppet Equipment~[/align][/b]
[b]Gadgets and mechanisms:[/b]
[b]Weapons, scrolls or tools inserted:[/b]
Once all this is done, you are finally ready to start using your cool, yet disturbingly strange, human puppet.
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