Post by Broke The Lost Admin on Feb 3, 2019 16:39:18 GMT -5
Puppet Technique originates as a form of entertainment that, like many things shinobi get their hands on, turned into a unique and bizarre fighting style. From a harmless art to way of combat, shinobi that decide to invest into the art will slowly advance from it being a clunky and unforgiving art to one that can terrorize any lone shinobi. Whomever first unlocks this unique will be the creator of the fighting style and have to advance toward making Puppetry a widely-recognized and deadly art.
Those with Puppetry will gain access to the Puppet Technique and begin with a single puppet that they must use all ten fingers to control. By default, a puppeteer must focus on their craft when in combat and cannot easily defend themselves if a shinobi gets past their first line of defense - they rely on their puppets for battle. Beyond this limitation, the trickery and versatility of the craft is entirely upon the creator to innovate.
Puppets obey the same rules as everything in regards to poison. Poisons cannot be lethal on Project Shinobi, and puppeteers are encouraged to find more creative ways to claim victory than to roleplay a sudden panel popping open and shooting a lethal-poison coated senbon. Custom puppets can be applied for, or puppets based on those in canon can be scaled to Project Shinobi.
A puppeteer can make as many puppets of their skill level as they wish, yet is still constrained to the amount they can use at once based on their tier.
In addition, should a puppeteer voluntarily relinquish the threads that control a puppet to - for example - defend themselves with taijutsu, they will not be able to regain control of their puppets for three rounds.
Creating and maintaining puppets requires a large investment of minerals - meaning if a puppeteer's mannequins are broken, they may require more time and effort than usual to repair them (akin to an injury keeping a shinobi from battle.) The repair is costly based on injury, and can be reduced by skilled blacksmiths servicing the mannequin. Puppets cost 10,000 minerals to make.
Repairs.
Damage severity increases repair costs by 1,000 minerals, scaling with the most severe of damages and being reduced by (blacksmith tier - 1,000) to a minimum of 500 iron. So, a T3 Blacksmith repairing critical damages to a puppet incurs a cost of 2,000 iron.
Minor Damages (a locked joint, cracked arm, small parts missing) - 1,000 cost.
Moderate Damages (parts missing, partial breaking, exposed areas) - 4 days of repair (2 with a T2 Blacksmith, 1 with a T3 Blacksmith, instant with T4 Blacksmith). 2,000 cost.
Heavy Damages (missing hands, broken compartments, abundant cracks) - 6 days of repair (4 with T2 Blacksmith, 3 with T3 Blacksmith, 1 with T4 Blacksmith, instant with T5 Blacksmith). 3,000 cost.
Critical Damages (missing limbs, on the verge of having been destroyed) - 8 days of repair (6 with T2 Blacksmith, 4 with T3 Blacksmith, 2 with T4 Blacksmith, instant with T5 Blacksmith). 4,000 cost.
Completely Destroyed - Must be rebuilt from scratch, consuming the original cost of the puppet.
All puppets have the 'puppet' innate perk that defines what they are, and all their puppet-specific perks and techniques are applied for in an item application for the puppet.
Kugutsu no Jutsu
[C-rank]
Years of work as both an artist and shinobi has led this person to combine two arts into one. This technique allows the user to string threads of chakra to large wooden mannequins to control them. An inexperienced artist will require all ten of their fingers for a single mannequin, while a master only requires one. This means that a more experienced user will wield more and more puppets at a single time. Because of the nature of this technique, there will always be a delay between the user's inputs and the puppet responding.
Controlling puppets requires most of the puppeteer's attention and maintaining threads is a constant drain on chakra, making them vulnerable and susceptible to being attacked if they do not properly manage their creations. The user must protect their puppets and vice versa. Puppets can contain secret mechanisms to surprise the user's opponents, scaling with tier of puppetry.
Notes: Can control puppets based on tier. T2: 1 | T3: 2 | T4: 4 | T5: 6 | T6: 10
Requirements: Puppetry Novice
Puppetry Novice (T2, Profession)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command a single puppet in battle to do their bidding and act as an extension of themselves. All ten of their fingers are required to control this puppet, and their art is far from perfection. They are able to make T2 level puppets and can swap between them with two rounds of uninterrupted preparation - one to put their active puppet away, the next to bring out another. Puppets of this tier can have two perks and techniques and act as a D-rank shinobi for the sake of tile movement. They can utilize C-rank level puppet techniques.
Puppetry Adept (T3, High-Tier Semi-Unique)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to two puppets in battle to do their bidding and act as an extension of themselves. Five of their fingers are required to control a puppet, and their art is becoming closer to perfection. They are able to make T3 level puppets and can swap between them with two rounds of uninterrupted preparation - one to put an active puppet away, the next to bring out another. Puppets of this tier can have three perks and techniques and act as a C-rank shinobi for the sake of tile movement. They can utilize B-rank level puppet techniques.
Puppetry Artist (T4, Full Unique)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to four puppets in battle to do their bidding and act as an extension of themselves. Two of their fingers are required to control a puppet, and their art is becoming ever closer to perfection. They are able to make T4 level puppets and can swap between them with two rounds of uninterrupted preparation - one to put an active puppet away, the next to bring out another. Puppets of this tier can have four perks and techniques and act as a B-rank shinobi for the sake of tile movement. They can utilize A-rank level puppet techniques.
Puppetry Perfectionist (T5)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to six puppets in battle to do their bidding and act as an extension of themselves. Two of their fingers are required to control a puppet, and their art is nearly perfected. They are able to make T5 level puppets and can swap between them with one round of uninterrupted preparation. Puppets of this tier can have five perks and techniques and act as a A-rank shinobi for the sake of tile movement. They can utilize A-rank level puppet techniques.
Play the World with Strings (T6)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to ten puppets in battle to do their bidding and act as an extension of themselves. Only one of their fingers are required to control a puppet, and their art is finally at its zenith. They are able to make T6 level puppets and can swap between them with one round of uninterrupted preparation. Puppets of this tier can have six perks and techniques and act as a A-rank shinobi for the sake of tile movement. They can utilize S-rank level puppet techniques.
Those with Puppetry will gain access to the Puppet Technique and begin with a single puppet that they must use all ten fingers to control. By default, a puppeteer must focus on their craft when in combat and cannot easily defend themselves if a shinobi gets past their first line of defense - they rely on their puppets for battle. Beyond this limitation, the trickery and versatility of the craft is entirely upon the creator to innovate.
Puppets obey the same rules as everything in regards to poison. Poisons cannot be lethal on Project Shinobi, and puppeteers are encouraged to find more creative ways to claim victory than to roleplay a sudden panel popping open and shooting a lethal-poison coated senbon. Custom puppets can be applied for, or puppets based on those in canon can be scaled to Project Shinobi.
A puppeteer can make as many puppets of their skill level as they wish, yet is still constrained to the amount they can use at once based on their tier.
In addition, should a puppeteer voluntarily relinquish the threads that control a puppet to - for example - defend themselves with taijutsu, they will not be able to regain control of their puppets for three rounds.
Creating and maintaining puppets requires a large investment of minerals - meaning if a puppeteer's mannequins are broken, they may require more time and effort than usual to repair them (akin to an injury keeping a shinobi from battle.) The repair is costly based on injury, and can be reduced by skilled blacksmiths servicing the mannequin. Puppets cost 10,000 minerals to make.
Repairs.
Damage severity increases repair costs by 1,000 minerals, scaling with the most severe of damages and being reduced by (blacksmith tier - 1,000) to a minimum of 500 iron. So, a T3 Blacksmith repairing critical damages to a puppet incurs a cost of 2,000 iron.
Minor Damages (a locked joint, cracked arm, small parts missing) - 1,000 cost.
Moderate Damages (parts missing, partial breaking, exposed areas) - 4 days of repair (2 with a T2 Blacksmith, 1 with a T3 Blacksmith, instant with T4 Blacksmith). 2,000 cost.
Heavy Damages (missing hands, broken compartments, abundant cracks) - 6 days of repair (4 with T2 Blacksmith, 3 with T3 Blacksmith, 1 with T4 Blacksmith, instant with T5 Blacksmith). 3,000 cost.
Critical Damages (missing limbs, on the verge of having been destroyed) - 8 days of repair (6 with T2 Blacksmith, 4 with T3 Blacksmith, 2 with T4 Blacksmith, instant with T5 Blacksmith). 4,000 cost.
Completely Destroyed - Must be rebuilt from scratch, consuming the original cost of the puppet.
All puppets have the 'puppet' innate perk that defines what they are, and all their puppet-specific perks and techniques are applied for in an item application for the puppet.
Kugutsu no Jutsu
[C-rank]
Years of work as both an artist and shinobi has led this person to combine two arts into one. This technique allows the user to string threads of chakra to large wooden mannequins to control them. An inexperienced artist will require all ten of their fingers for a single mannequin, while a master only requires one. This means that a more experienced user will wield more and more puppets at a single time. Because of the nature of this technique, there will always be a delay between the user's inputs and the puppet responding.
Controlling puppets requires most of the puppeteer's attention and maintaining threads is a constant drain on chakra, making them vulnerable and susceptible to being attacked if they do not properly manage their creations. The user must protect their puppets and vice versa. Puppets can contain secret mechanisms to surprise the user's opponents, scaling with tier of puppetry.
Notes: Can control puppets based on tier. T2: 1 | T3: 2 | T4: 4 | T5: 6 | T6: 10
Requirements: Puppetry Novice
Puppetry Novice (T2, Profession)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command a single puppet in battle to do their bidding and act as an extension of themselves. All ten of their fingers are required to control this puppet, and their art is far from perfection. They are able to make T2 level puppets and can swap between them with two rounds of uninterrupted preparation - one to put their active puppet away, the next to bring out another. Puppets of this tier can have two perks and techniques and act as a D-rank shinobi for the sake of tile movement. They can utilize C-rank level puppet techniques.
Puppetry Adept (T3, High-Tier Semi-Unique)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to two puppets in battle to do their bidding and act as an extension of themselves. Five of their fingers are required to control a puppet, and their art is becoming closer to perfection. They are able to make T3 level puppets and can swap between them with two rounds of uninterrupted preparation - one to put an active puppet away, the next to bring out another. Puppets of this tier can have three perks and techniques and act as a C-rank shinobi for the sake of tile movement. They can utilize B-rank level puppet techniques.
Puppetry Artist (T4, Full Unique)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to four puppets in battle to do their bidding and act as an extension of themselves. Two of their fingers are required to control a puppet, and their art is becoming ever closer to perfection. They are able to make T4 level puppets and can swap between them with two rounds of uninterrupted preparation - one to put an active puppet away, the next to bring out another. Puppets of this tier can have four perks and techniques and act as a B-rank shinobi for the sake of tile movement. They can utilize A-rank level puppet techniques.
Puppetry Perfectionist (T5)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to six puppets in battle to do their bidding and act as an extension of themselves. Two of their fingers are required to control a puppet, and their art is nearly perfected. They are able to make T5 level puppets and can swap between them with one round of uninterrupted preparation. Puppets of this tier can have five perks and techniques and act as a A-rank shinobi for the sake of tile movement. They can utilize A-rank level puppet techniques.
Play the World with Strings (T6)
This person's art has become their obsession and dedication. From entertainment to combat, this individual can command up to ten puppets in battle to do their bidding and act as an extension of themselves. Only one of their fingers are required to control a puppet, and their art is finally at its zenith. They are able to make T6 level puppets and can swap between them with one round of uninterrupted preparation. Puppets of this tier can have six perks and techniques and act as a A-rank shinobi for the sake of tile movement. They can utilize S-rank level puppet techniques.