All weapons and items take up a certain amount of equipment/weapon slots. These slots are simply a point value that represent how much you can carry at a time. Below is the base of what you can carry at each rank and the amount of slots the three types of weapons take up. How much you can carry can be modified by armor or different items that give equipment slots.
Medium weapon - 5 slots
Large weapon - 10 slots
Gennin: 15 slots
Chuunin: 25 slots
Jounin: 45 slots
Sennin: 65 slots
Weapon attacks are considered multi-hit jutsu and as such follow the same rules as multi-hit jutsu. In addition though, weapon attacks also have their base damage divided per attack as well. So a weapon that deals 50 base damage would deal 25 and 25 if it were used for two swings, before modifiers.
Weapon Sizes
There are three different classes of weapons, small, medium and large.
Small - These are one time use weapons and cost 1 stamina to use unless otherwise noted. They include kunais, shuriken, throwing needles, etc. Once you use them you cannot use them again in the same battle. If you are the winner of a battle you are allowed to collect all the small weapons on the battlefield, both yours and your opponent’s. Also, these weapons may be used in melee or ranged combat, you can choose. Small weapons cannot be leveled up.
Medium - These are weapons that are used with one hand. They include short swords, daggers, etc. These weapons are bought and leveled up and do damage according to their level. A medium weapon deals damage equal to twice (2x) its level for a base attack. Medium weapons also take stamina to use. Please refer to the formula listed below.
Large - These are weapons that are used with two hands. They include long swords, staffs, etc. These weapons are bought and leveled up and do damage according to their level. A large weapon deals damage equal to four times (4x) its level for a base attack. Large weapons also take stamina to use. Please refer the formula listed below.
Weapon Stamina Costs
The amount of stamina you pay for a weapon depends on your rank, rounded up.
-Medium Weapons (Stamina : Weapon Level)
Gennin - 1:1
Chuunin - 4:5
Jounin - 2:3
Sennin - 1:2
-Large Weapons (Stamina : Weapon Level)
Gennin - 3:2
Chuunin - 1:1
Jounin - 4:5
Sennin - 2:3
General Weapon Rules
The maximum level a weapon can be is level 100. A weapon can never be a higher level.
All weapons that you buy are described by you, with the exception of the kunai and shuriken, etc. Make sure to describe your weapon well and that it makes sense. See the Custom Weapon Sheet for more info.
Ranged Weapons
If you want a ranged weapon the only difference it makes in the battle system is that you use Accuracy/Taijutsu for offensive damage modifiers. Defense is still used for defensive modifiers. Also, you may need to buy ammo for your ranged weapon, such as arrows for a crossbow or a bow. Your weapon can also be ranged and melee, you can choose in battle, but it will cost more and will have to make sense; whacking someone with a bow won’t do any damage.
Weapon Attributes
Weapons can also be upgraded with different attributes. There is a list of attributes you can choose for your weapon or you can create a custom attribute. To create a custom attribute post it in the custom attribute area and wait for a mod/admin to give you a price. Be sure to send them the below format:
Attribute Name: (name of your custom attribute)
Effect: (what your attribute does, make sure to give exact numbers)
Effect Costs: (if your attribute effect has a cost, such as so much chakra or stamina to activate the attribute)
See the attribute chart (in market) for pre-made attributes.
Passive equipment can only raise a player's stats by 10% of their stat total. This means a player with 1,000 total stats can only have a maximum bonus of 100 from all of their equipment. If a player's equipment places them over that limit they choose which bonuses are in effect and which are not (must use full bonuses from equipment, cannot use fractions of bonuses from equipment). A player may at any time use their setup phase to change equipment bonuses but must use the entire phase to do so. The term equipment includes all items a character wears or uses including weapons and armor.
Armor and weapons cannot effect HP. They can only affect chakra and stamina in very rare occasions, namely legendary weapons with some type of quest attached to them and/or a large price tag.
Armor and weapons cannot raise stats by anything but static numbers. This includes any reference to level, age, freckles, ANYTHING.
If at any point in a battle or role play a piece of equipment or an item you own has been destroyed, it may be restore/repaired for a flat cost of $20. In character this would involve going to a blacksmith or something equivilant depending on the type of item (A Tailor for a linen item for instance).
All repairs for items of this nature should be posted in the 'repair' thread which can be found in the market area of the forum, right next to the buy and sell forums.
Using a scroll in battle is like using a technique but without the cost. A scroll is a one time use, and requires much pre-battle assembly. You can also buy premade scrolls from other characters, though if the technique on the scroll is a rank above you then there is a chance it will not work. If it is one rank above you (Gennin > Chuunin) then there is a 50% chance you will succeed. If it is 2 ranks above you (Gennin > Jounin), it has a 25% success rate. If it's three ranks above you (Gennin > Kage), then it will not work. Success rolls are determined by a roll of 1d100 when the user attempts to use the scroll. If you roll below or equal to your success rate, the scroll works. If you roll above, it fails. A failed scroll is not used up, however you may not attempt to use that scroll again for the rest of the turn and the phase that you were attempting to use it in is forfeited.
In order to make a scroll for a technique, you must know the technique and be able to preform it yourself. You can only put techniques on scrolls if you have the scribe skill, and more ranks in the skill would also be useful. You can only inscribe Ninjutsu and Genjutsu techniques onto a scroll, NO TAIJUTSU. In battle, you can only use one scroll per battle. However, this can be changed by skills.
To inscribe a technique onto a scroll:
-5 posts for a technique of your current rank. (Gennin > Gennin)
-3 posts if it’s one rank under. (Chuunin > Gennin)
-1 posts if it’s two or three ranks under. (Jounin > Gennin / Kage > Gennin)
*Note 1: A regular scroll is a one time use, which means after you inscribe a tech to it and then use it, it is garbage, and cannot be used again. A reusable scroll can have a tech inscribed on it, and after that tech is used it becomes a blank scroll, it can be inscribed again and used again. Very useful if you plan to use it many times.
*Note 2: If you use a technique on a scroll that has an upkeep cost, it only pays the cost for the first turn; to keep the jutsu running you must pay the chakra/stamina upkeep costs yourself.
*Note 3: If you record a jutsu with multiple shots in it, such as Mythical Fireball, it can only fire off 2 of the target attacks at most. After two you can fire more, but you must pay the extra chakra or stamina to do so.
*Note 4: Any jutsu that has an option additional cost (such as x), the optional cost is not paid by the scroll, but may be paid by the user when the scroll is used.
*Note 5: Clan or Bloodline techniques on a scroll cannot be used by people that are not in that clan or possess that bloodline. Exceptions to this rule may be allowed by majority staff vote.
All poisons are bought and, depending on the size, can be used a certain number of times to enhance weapon damage. Poison on weapons can be used by anyone who buys a bottle, but using poisons in techniques (taijutsu, ninjutsu and genjutsu) has limits. See the rules for these limits. All poisons are different in their effects, duration and source of cure. For all poisons to find their effect you must read them. There are few defined rules for poisons, as described below. Some poisons or poison skills may break these rules, and in those cases, always follow what the poison tells you.
Poison Tier Explaination
Poisons are separated into three 'tiers'. These tiers are reflections of the effectiveness of a poison, and also ways to explain who can and cannot use them, and who can and cannot gain or create them. For the purposes of determining the 'DP value' of a poison, all stat subtractions are considered at 1:1 ratio. Meaning that it will cost one (1) DP to subtract a stat by one (1).
The first tier of Poisons is what one would consider a 'basic' poison, a poison which has only one effect. (For instance, a subtraction on the person affected by the poison's evasion, or an inflicted status effect.) These poisons can be used by anyone, and bought by anyone. The maximum amount of DP that a basic poison may use is 200. Anything higher is considered an advanced poison. Only 1 type of effect may be dealt within the 200 DP.
The second tier of Poisons is what one would consider 'advanced' poison, poison which has more than one effect. (For instance, a subtraction of on the person affected by the poison's evasion, or an inflicted with an status effect. Conversely, they could have subtractions of two of the person affected with the poison's stats, or two status effects inflicted.) Second Tier Poisons can have, at maximum, 3 effects at once. The maximum amount of DP that an advanced Poison can use is 600. Anything higher and the poison is considered 'Hazardous'.
The third, and final, tier of poisons are hazardous poisons. These poisons are so potent that only masters of the art could possibly gain access to them, and properly use them. Even for the masters of these poisons, there is a 15% minimum chance of failure upon use. If the user manages to fail, they will affect themselves with the poison instead of the opponent. This percent can never, by way of skills or other means, be reduced below 5%. The use of a higher percent chance of failure is available for those who want to keep their hazardous poisons as cheap as possible or at least cheaper than they otherwise would be. All of these poisons will be priced case by case by the staff.
Poison Rules
-Poisons must be applied to a weapon during the setup phase. No weapon can be poisoned before battle unless the weapon is customized to be poisonous.
-When using a poison with a technique you must use your setup phase to take out the poison and ready it. Poisons can only be used in techniques that are made for poisons, or made for weapons. Otherwise the technique is not compatible for poisoning. (i.e. you cannot put poison damage on a fireball).
-You can only create a custom poison if you have the poison creator skill. You can also have someone else with this skill make a custom poison for you.
-First Tier poisons are the only poisons you may have access too without specific skills.
-Only one poison may be used at a time.
-Poison effects may only last as long as the stat duration allows. (i.e. Asleep may only last for 10 turns.)
Poison sizes and their corresponding use amounts:
-2 ounces – can be used twice. (price x2)
-8 ounces – can be used nine times. (price x4)
-16 ounces – can be used eighteen times. (price x16)
-Note: 4 ounces of poison take up one (1) equipment slot.
Effect Cost: (these are for one turn of the chosen effect)
Lower a chosen stat by 2 is $3. (Non Tank)
Lower a chosen stat by 1 is $3. (Chakra/Stamina)
(HP can be lowered through bleed effect)
Poison Application
Poisons can be applied one of four ways in battle:
-Applied
-Inhaled
-Absorbed
-Injected
When outside of battle the option Ingested application also exists.
Applied Poisons
Applied poisons are always added onto a weapon. An applied poison takes only one use to coat small weapons, two uses to coat medium weapons, and three uses to coat large weapons. A coated weapon will retain the effects of the poison for the duration of the battle, or until the enemy is hit by your poison a number of times equal to the number of uses needed to coat the weapon. Extra uses can coat the weapon for additional times; small weapons must be added in single doses, medium weapons must be coated two doses at a time, and large weapons must be coated three doses at a time. Only one poison can coat a weapon at any time and it takes an entire setup phase to do so. Poisons may ONLY be applied during a setup phase, and cannot be applied during the same setup phase the weapon is drawn (if it requires being drawn to use). Applied poisons have no extra cost.
Inhaled Poisons
Inhaled Poisons are often the product of a cloud or a smoke that fills the air. Inhaled poisons always have a 50% chance to affect anyone inside the cloud, unless that person has some device that otherwise lowers or negates that number. All gases of this type last for two turns. Inhaled poisons all have their costs increased by 2x whatever the base cost is THEN you add multipliers for extra doses. All numbers are rounded up.
Absorbed Poisons
Most Absorbed Poisons can be transported in two ways:
2) In a cloud, where the gas touching the skin will trigger the poison.
Absorbed Poisons are sub grouped Liquid Touch and Gas Touch Poisons.
-Gas Touch poisons are able to target all players on the field at once but unlike inhaled poisons they must be combined with a mist or cloud type jutsu to spread them. They also only have one turn to affect the enemy. Their base hit chance is 100%, but it drops 10% for each piece of armor on the target to a minimum of 30%. Costs for gas touch poisons are 2x the base cost before multi-use modifiers.
Injected Poisons
Injected Poisons are poisons that must be stored in a needle, or some type of applicator. An injected poison has the same hit chance as an melee attack, and may only be used in melee range. Any amount of poison up to sixteen ounces (18 uses) may be stored in a needle for poisoning. Any poisons held inside a needle can be used multiple times, but are not considered used unless they score a hit and are actually injected. All poison costs for injected poisons are the base cost, but you must buy needles or other injecting projectiles separate, and they must follow the small weapon rules.
Ingested Poison
Ingested poisons can only be used in role play, missions, or after an opponent has been knocked out or otherwise incapacitated. Ingested poisons have a 100% chance to hit on a target that is incapacitated. There is no modification to the costs of ingested poisons.
Blank Poison Sheet
When creating a poison, post this sheet in the “Custom Equipment” area.
Type: (Applies, Inhaled, Absorbed, Injected, Ingested)
Description: (What it does, etc.)
Cost: (How much it will cost to buy it)
Effect: (What your poison does and for how many turns)
Introduction to Puppets
[Puppets Require the technique 'Puppet Technique I' to use.]
Puppets are inanimate, and do not have Chakra. Chakra may be flowed through them, for surprise attacks, but in no way shape or form may a puppet offer their own unique Chakra flow. Even the human puppets that may be forged from corpses lack a proper Chakra system, although there may be 'remnants' of Chakra remaining. Puppets cannot perform jutsu. Human puppets and exceptions will be addressed later.
A puppet is a mobile weapon that is manipulated via the Kugutsu no Jutsu. This means that a shinobi may wrestle control over an object as though it were their own actions. It is an advanced type of weapon that may be manipulated in such a manner that it becomes a lethal 'partner' in the midst of battle.
The evasion of a puppet is considered 1.2x that of the user's base evasion. Any attack that says 'destroy target weapon' must hit the puppet itself and not the user, otherwise the puppet cannot be targeted. A jutsu that destroys weapons has a 50% chance to fail if it is the same rank of 'Puppet Technique (Kugustu no Jutsu)' the user is currently using. If the technique is a lower rank it has a 75% chance to fail and if it is a higher rank it has a normal chance to succeed. All rolls are made on a d100 and a roll below the chance to fail is considered a failure.
There are two options in regards to what stat modifies the 'damage' that a puppet may do. This will also determine the overall effectiveness of a puppet as well.
The Control Puppet: The puppet's damage and effects may run off of the Ninjutsu Modifier. This is known as a “Control Puppet” since it is heavily based on the connection between the puppet and the Chakra of the user. Strength of movement and efficiency is based on the ability of the ninja to control and mold their Chakra. Such a style of puppeteering typically shows the pressure of exerted Chakra determining the strength and speed of movements. Unlike the Power Puppet style, the puppeteer who controls a Control Puppet likes as little physical movement as possible, and uses movements of the fingertips to accomplish the feats of the puppet.
The Power Puppet: The puppet's damage and effects may run off of the Taijutsu Modifier. This is known as the “Power Puppet” since it is based not on the Chakra connection, but more on the physical state of the user. Although the Chakra connection is highly necessary instead of using the Chakra to guide the puppet physical strength is used. This is associated with the movements of the hands and arms often times in rough and quick manner.
Durability
The durability of a puppet works just like the health of a ninja. When it reaches 0 it cannot be used for the rest of the battle and is effectively ‘unconscious’. It also regenerates itself after a battle just like a character’s health does. No healing jutsu can ever be used on a puppet unless specifically stating that it can.
Part Slots
This is the second property of a puppet and determines the amount of parts a puppet can have. Depending on size and power different parts may take different amounts of slots. After initially obtaining the puppet more slots can be bought from the store. These slots will vary in cost and amount and will act just like a part, but use up 0 slots. This will be the only kind of part that will take up 0 slots.
Puppet Creation
It is possible to purchase a previously created puppet or to create your own. Creating your own requires tools and materials, therefore costing money, but allowing you to create your very own style of puppet. Gennin and higher ranked shinobi may create their own puppets as per the Creation Rules of the puppet. Not only will the amount of durability and the item slots of the puppet be determined, but the puppet itself will be created. Store purchased puppets will have varying amounts of durability and item slots. Store purchased puppets will have a cost relative to the amount of durability, slots, and weapons/items along with it.
A puppet, on its own, is merely an item with durability and item slots. Without additional ‘parts’ it can only do one of two things. The user may either perform jutsu, using the puppet as a medium, or they may perform basic attacks with the puppet. To do anything else, such as using a weapon or firing objects, you must make or buy the appropriate part.
Puppet Sheet
Durability: (The amount of durability your puppet has.)
Part Slots: (The amount of part slots your puppet has.)
Parts: (any kind of special ability or trait of your weapon, aside from attributes. You can buy attributes after you get your weapon.)
Description: (A nice description of your puppet. Length, weight, material it’s made of, where it’s from, colors, etc.)
Cost: (Obvious)
Puppet Parts
Parts are used to bolster the effects of a puppet. Parts may not be created and must always be purchased in a store, even if you created the puppet yourself. Every part takes up a certain amount of part slots on a puppet, depending on the size of the part and its power. There are two basic types of parts for a puppet, enhancement parts and weapons.
-Enhancement Parts: These are items, armor or ‘weapons’ that take up a number of part slots. They are not directly used, as a sword type weapon would be, but instead bolster the effects or damage of a specifically named type of attack (i.e. puppet jutsu or basic attacks) These items may or may not be used up dependent upon the weapon. These items and weapons only heighten potential damage or effect. Items that have effects will follow rules according to the item.
-Weapons: These are weapons similar to the ones used by shinobi. The amount of attacks that may be made is relevant to the amount available to the puppeteer. They may have effects; they use the level to determine base damage, and essentially are akin to the ones used by a shinobi without difference. Weapons also take up an amount of slots according to their size.
Costs will have to be determined by staff in the creation area on most accounts, but there are a few set situations concerning the cost of parts.
- For every +50 Durability, the part requires 1 part slot.
- For every +50 stats to the user, the part will require 1 part slot. (These will be very rare, usually a puppet will not bolster the effects of a user, other armor would do this instead.)
- A medium weapon will take up 5 part slots.
- A large weapon will take up 10 part slots.
- Armor upgrades take up a number of slots = Cost/20 (so every $20 on armor = 1 slot). You can use a 'Lightened Craft' kind of upgrade to halve the number of slots, but this will double the cost on the armor piece. (i.e. if your armor costs $200 it would normally take up 10 slots, but by paying $400 it will take up 5).
- Any additional part slots will always take up 0 part slots.
Weapons that are made for puppet parts can only be used by that puppet and are attached to them. Examples would be like a puppet that has a hidden dagger in its stomach or a scythe for an arm. Also, aside from the part slots being set, there are also some set money costs for basic effects that parts can do.
- +1 Durability = $3
- +1 Stat to the user = $4
- Medium and Large weapons will use normal weapon creation rules.
- One part slot = $10
Part Sheet
Type: (Enhancement or Weapon)
Placement: (Corresponding 'part' of the puppet; i.e. head, arm, leg, etc.)
Effect: (+X Durability, Level 10 Medium Weapon.)
Description: (Description of the appearance and function of the part. Color, size, etc.)
Series: (If this is one of a series (i.e. Ant series) please state it.)
Cost: (This will be determined by a moderator or administrator)
Buying a Puppet
To buy a puppet you simply pay for the amount of part slots and durability the puppet has. Remember that after your initial purchase any upgrades to the puppet must be bought through parts. That is to say once a puppet is originally purchased it cannot be changed except by buying parts. Using the puppet sheet given above you use the following prices to make up your puppet.
1 Durability Point = $3
1 Part Slot = $8
Creating Your Own Puppet
Shinobi of Gennin or greater rank may create their own puppets. During creation the amount of posts you do will determine not only the durability of the puppet, but also the part slots you want. There are limits to each of these, so pay attention to the rules, otherwise you may waste posts.
First off is durability. When first making a puppet the durability is determined by your character’s current health at the completion of creation. Depending on how many post you decide to make, your puppet will have the corresponding durability amount. This is only at creation though, and the puppet does not gain durability as you level up. If you want more durability for your puppet after creation you must purchase it as a part. All values are rounded up.
20% puppeteer's Health [1/5 Health] (10 posts)
30% puppeteer's Health [3/10 Health] (15 posts)
50% puppeteer's Health [1/2 Health] (20 posts)
70% puppeteer's Health [7/10 Health] (25 posts)
100% puppeteer's Health [1/1 Health] (30 posts)
Next you must make an amount of posts to determine the amount of part slots your puppet starts with. Part slots are determined from the creator’s level at the end of the creation process. The amount of slots is a percentage of the creator’s current level, rounded up.
20% puppeteer's Level [1/5 Level] (6 posts)
30% puppeteer's Level [3/10 Level] (9 posts)
50% puppeteer's Level [1/2 Level] (12 posts)
70% puppeteer's Level [7/10 Level] (15 posts)
100% puppeteer's Level [1/1 Level] (20 posts)
Add these two post amounts together and you have the total amount of posts you must complete in order to achieve the puppet you desire.
Kugustu no Jutsu
Puppet Technique I (Kugustu no Jutsu)
Type: Ninjutsu
Rank: Gennin
Cost: 5% Total chakra
Damage: n/a
Effects:
- Allows the user to use a puppet. Puppets cannot be used without this technique.
- Can only control a puppet with up to 250 durability and/or 30 part slots.
- May be activated in the setup phase, counts as drawing your puppet.
- Must be activated multiple times for multiple puppets.
- Chakra is always spent in the cost of this technique, regardless if your puppet is a ‘power puppet' or a 'control puppet'.
Description: This jutsu uses strings of chakra from the user's fingers to control puppets like marionettes. Another useful quality of this skill is the fact that the puppet can take the form of another person, usually its user, allowing the user to trick their enemy into thinking they're fighting a living person. Any number of chakra strings can be used to control a puppet, but users with more skill using the technique can use fewer strings per puppet. Though the downside to this is that it takes a long time to learn and even longer to practice, so it is rare to find a ninja who can use puppets that does not concentrate on puppet fighting.
Points: 8 (Payback)
Puppet Technique II (Kugustu no Jutsu)
Type: Ninjutsu
Rank: Chuunin
Cost: 4% Total chakra
Damage: n/a
Effects:
- Allows the user to use a puppet. Puppets cannot be used without this technique.
- Can only control a puppet with up to 500 durability and/or 60 part slots.
- May be activated in the setup phase, counts as drawing your puppet.
- Must be activated multiple times for multiple puppets.
- Chakra is always spent in the cost of this technique, regardless if your puppet is a 'power puppet' or a 'control puppet'.
Description: This jutsu uses strings of chakra from the user's fingers to control puppets like marionettes. Another useful quality of this skill is the fact that the puppet can take the form of another person, usually its user, allowing the user to trick their enemy into thinking they're fighting a living person. Any number of chakra strings can be used to control a puppet, but users with more skill using the technique can use fewer strings per puppet. Though the downside to this is that it takes a long time to learn and even longer to practice, so it is rare to find a ninja who can use puppets that does not concentrate on puppet fighting.
Requirements: Puppet Technique I (Kugustu no Jutsu)
Points: 12 (Payback)
Puppet Technique III (Kugustu no Jutsu)
Type: Ninjutsu
Rank: Jounin
Cost: 3% Total chakra
Damage: n/a
Effects:
- Allows the user to use a puppet. Puppets cannot be used without this technique.
- Can control any puppet.
- May be activated in the setup phase, counts as drawing your puppet.
- Must be activated multiple times for multiple puppets.
- Chakra is always spent in the cost of this technique, regardless if your puppet is a 'power puppet' or a 'control puppet'.
Description: This jutsu uses strings of chakra from the user's fingers to control puppets like marionettes. Another useful quality of this skill is the fact that the puppet can take the form of another person, usually its user, allowing the user to trick their enemy into thinking they're fighting a living person. Any number of chakra strings can be used to control a puppet, but users with more skill using the technique can use fewer strings per puppet. Though the downside to this is that it takes a long time to learn and even longer to practice, so it is rare to find a ninja who can use puppets that does not concentrate on puppet fighting.
Requirements: Puppet Technique II (Kugustu no Jutsu)
Points: 16 (Payback)
Puppet Technique IV (Kugustu no Jutsu)
Type: Ninjutsu
Rank: Sennin
Cost: 2% Total chakra
Damage: n/a
Effects:
- Allows the user to use a puppet. Puppets cannot be used without this technique.
- Can control any puppet.
- May be activated in the setup phase, counts as drawing your puppet.
- Must be activated multiple times for multiple puppets.
- Chakra is always spent in the cost of this technique, regardless if your puppet is a 'power puppet' or a 'control puppet'.
Description: This jutsu uses strings of chakra from the user's fingers to control puppets like marionettes. Another useful quality of this skill is the fact that the puppet can take the form of another person, usually its user, allowing the user to trick their enemy into thinking they're fighting a living person. Any number of chakra strings can be used to control a puppet, but users with more skill using the technique can use fewer strings per puppet. Though the downside to this is that it takes a long time to learn and even longer to practice, so it is rare to find a ninja who can use puppets that does not concentrate on puppet fighting.
Requirements: Puppet Technique III (Kugustu no Jutsu)
Points: 20 (Payback)
*Payback: A technique with payback can be bought when you do not have enough JP for it, and as you earn the jutsu points from leveling, you do not receive them until they technique has been paid off. You cannot use payback if you have available JP to spend. If you have JP, but not enough for the technique, you use all available ones and then payback when goes over. This can only be put on staff created techniques.
Puppet Battle System Mechanics
A puppet is an extension of the user; it is essentially a weapon. It also demands a high level of concentration and skill, and therefore deprives the Puppeteer of individual offensive action.
| a.) | Character may take an offensive or defensive action with or without use of the puppet (they are not limited in this sense). |
| b.) | Character may use the Response Phase for an individual (not using the puppet) jutsu to counter or defeat an incoming attack(s), but only if they are aimed at the puppeteer. A puppet may only counter or defeat an incoming attack(s) if a Response Jutsu is used by the puppeteer (using the puppet, or not). The exceptions to this would be jutsu specifically made to allow the puppet to block or dodge an incoming attack, and these would be performed by the user. |
| c.) | Character will use their evasion stat to determine the evasive potential of the puppet. If the puppet is in danger of taking a hit, it has the potential to evade the attack. If this occurs, the puppeteer does not have to take evasive action as well, as it is assumed that the puppet was targeted. |
| d.) | An enemy may choose to target the puppet or the puppeteer. Whichever is the case, the score of the character's evasion will be used to determine the ability to evade the attack(s) made by the enemy. Please note that a puppet may never be targeted with a Genjutsu attack. |
| e.) | The character and puppet share the same turn. Any actions made by the puppet are also the actions of the user, and therefore, if the puppet makes an attack, the puppeteer may not. |
| f.) | The puppet has a separate score of health (durability) from the character. If the durability of the puppet is fully depleted the puppet may not be used until the end of the battle (it is assumed the puppet is repaired when time is available, and therefore may be used in following battles). |
| g.) | A puppet may not block or otherwise negate the damage of an incoming attack unless a jutsu of some sort is used. That is to say, a puppet is a weapon, not a living creature, and therefore relies upon the user to use Chakra or an action to prevent damage from occurring (if evasion is not successful). |
| h.) | A puppet will treat its potential actions as though it were the rank of ninja as the puppeteer. That is to say, if the ninja is a Jounin, the puppet may take four offensive basic attacks. Please note that parts may add to the potential damage that may be caused. |
| i.) | A puppet has a set amount of part slots. This means that it may be outfitted with a variety of weapons or items. Please note that such weapons are used in jutsu, to heighten damage, cause effects, etc. Some weapons (i.e. swords) may be used as the puppeteer would be able to. HOWEVER, a puppet must follow the rules of a typical shinobi in this sense, and will only be able to attack with one weapon of this nature and only a number of times equal to the amount the puppeteer may take. |
| j.) | A puppet will follow the 'damage cap' rules of the puppeteer. |
| k.) | Jutsu or attacks that do not involve a puppet do not gain the benefits from using the puppet. |
| l.) | Only one puppet may be used at a time, unless a specific skill is acquired. |
| m.) | The damage modifier of all of a puppet’s basic and weapon attacks is determined by the type of puppet it is, either Ninjutsu or Taijutsu. Do not ask about a Genjutsu based puppet, it will not happen. |