-To end those who seek to incite pointless wars. -???
PERSONALITY:
Ryouta has become a lot calmer and more mature than he once was... His playful personality has subsided in place of what he is now.. Though his MPD (Multiple Personality Disorder.) could reveal itself as anything assuming a spark is caused to trigger the shift in personality. Due to his MPD he can switch into different personalities at will if concentrating, making his mannerisms and nature almost impossible to distinguish between ruse and reality.
THEME SONGS:
'Ryouta's Theme'
'Ryouta's Battle Theme'
'Luca's Theme'
'Kira's Theme'
'Kiryu's Theme'
Last edited by Suigetsu on Sat Aug 27, 2011 9:37 am; edited 58 times in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115
''War wages endlessly, we are forced to smash reflections of ourselves, then we rebuild... I will end this cycle.'' Aoki, Ryouta - During his disappearance from Sunagakure
Last edited by Suigetsu on Sat Jun 18, 2011 4:25 pm; edited 77 times in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115
-Ryouta has his jaw, shoulders, left knee, right arm, left middle and forefinger replaced with prosthetics forged from Chakra Infused Steel. -Ryouta covers his right eye with a strip of cloth, presumably he has lost his right eye. -Ryouta's flesh has been tainted by the oil and various other fluids needed to make his implants work correctly, thus it is far grayer and more un-natural in comparison to others. -Ryouta's body is still 65% organic, though due to the restraints on his growth due to the implants, his body ages far slower and has also stunted his growth.
TIME-SKIP STORY:
Spoiler:
~Year One~
Ryouta was disfigured. He couldn't really deny that fact, he had been mutilated into a machine. Almost half of his body was now mechanical parts.. Akykyo Al'akir was the man that sent Ryouta on that path, one Ryouta continued to follow.
It wasn't that he cared what he looked like, regardless of his part mechanical form, the constant ridicule or strange looks he would get, he was content with what he had become. I'm not suggesting for a moment that if Ryouta could have seen his future, the future with Akykyo no longer present, that he would have made the same decision because he wouldn't have. He was simply neither here nor there about what he had become, he made that choice and it was a choice he would have made again. He did love Akykyo and allowed his body to be used for experiments, it was just unfortunate that the man he loved didn't return the feeling with as much vigour.
He glanced over the sand ridden Village he was once proud to call home. The place that he had murdered so many in its name, the place that caused his childhood friend to turn against the village itself and the place he no longer wanted to be a part of. His ties here were severed finally with his brother and his sister deserting, a story for another time, and he had no other reason than loyalty to continue to reside here. What was once a beautiful sea of golden sand, filled with the hustle and bustle of everyday life, accented with the clash of Kunai ringing out from the academy had now become a well of taint and corruption. Ryouta could hardly look upon his village any more.
It was easy to leave, Ryouta had all his equipment and tools off sight anyway. Even though the Puppet Brigade had everything it was hard to keep ideas to yourself in a compound of the greatest Engineers in Sunagakure, Ryouta hated being copied.
What was there for Ryouta outside of Sunagakure? Why was he willing to offer up his name to the Bingo Book, put himself on the radar for the proverbial torpedo of other Shinobi trying to make a name for themselves, to sign his own death warrant? Ryouta had one thing on his mind, one thing he needed to rectify, one thing he needed to stop. He hated War.
---
Rain trickled down the tiled roof, the drips from each ridge creating a strange aria of water. Luca smirked as Deivus would trail a finger over Luca's flesh, rolling it gently over his nipple before lingering there and pinching suddenly.
'Will you stop doing that..?' Luca winces a little, struggling in the bonds. He was partially naked and tied to a table by ninja wire. Deivus was also half naked straddling his captive, enjoying the dominance.
'Shut up' Deivus grunted with authority as he rocked back and forth on Luca's chest. Reaching over to run his fingers through the lush green hair of Luca before gripping a bunch of it tightly in his hand and banging Luca's head against the table a few times, merely for his own enjoyment, before locking lips with the other, clearly enjoying himself as he gnaws on Luca's lip keeping him quiet.
The two had been together for a while. In secret that was, as secret as invading a civilian inn and scaring off the patrons with a swarm of snakes was. Why they were even together was fairly confusing, the two of them were completely different. If they weren't in this situation, you would probably assume they hated each other.
Luca would suck at his own lip after Deivus drew blood earlier from his ravenous teeth tearing at the sensitive flesh. 'Why are we even here? You told me this was something important, clearly this could have waited.' He looked around at the barren inn, even the loud-mouth barkeep who proposed he would mount the defence against the two horny Shinobi soon scattered with the rest of the patrons as the serpents revealed themselves.
'And you say I talk too much. Didn't I already tell you to keep that mouth of yours shut? Don't make me play your favourite game again Toaster Boy.' Deivus grinned as he refered to a practice that he'd use to degrade his victim when he felt it was necessary. Luca simply shuddered at the mention of the 'game' and promptly kept his mouth shut, he was there for a reason and that was the only information he would be getting.
---
Kira adjusted the glasses upon her face as she hurriedly scanned over the scriptures that were presented before her. As he eyes scanned the page the only sound made was the occasional gush of air, blown against the strands of hair that would slide out from behind her ears to swing in front of field of vision and her slow and steady breathing.
'I can't make head nor tail of this rubbish!' She sighed irritatedly as she sat back in her chair, folding her hands across her chest before looking at the ceiling. 'How am I meant to decode something when i've not even got any prior knowledge of... Well.. Anything!' She grunted out the words as she looked down and around at her rather lacklustre abode. The glass lantern on her desk began to dance with apparent joy as a grin graced her lips, though that was probably just a breeze blowing at a coincidental time.
She began to laugh, to nobody in particular, at least there was nobody else in the room that she could be laughing too, apart from possibly herself. 'Why didn't I see this before?' After letting out a childish giggle to accent the end of her laughter she grabbed a quill and began scrawling on the parchment.
'Silly silly me..' Continuing to talk to herself, Kira would be churning out words at an alarming rate, apparently solving the puzzle that would have had her stumped just a few moments ago, she was onto something that thoroughly excited her, the emotion clearly revealed by the look in her eyes.
---
~Year Two~
The emerald haired rogue simply chuckled. 'What have I told you about making your movements tighter without losing their use?' Shaking his head a little as he watched a couple of his students spar. Leaning against the wall, caressing the ring that donned the hilt his straight edged blade, sheathed in an ornate laboured sheath and the iconic crimson ribbon that cascaded down from that very ring.
'What do you expect from us.. Sensei, you've had years to practice your craft..' How little those students truly knew.
'I expect you to actually listen and progress, you lie to me whenever I attempt to teach you runts something.' He grunted a little at the backchat he was resceving, he wasn't one to take disrespect kindly. 'Stop being useless or i'll abandon this little project and let you two get on with it on your own.. How about that? Obviously this is too hard for you...'
The two Genin shook their head. 'No Sensei, we'll listen... Gomen.' One would respond, bowing to Luca respectfully as the other would quickly follow suit, adding to the plea for forgiveness. 'We'll do better next time, don't abandon us..'
Luca tutted to himself as he pushed his body from the wall and walked over to them both, gripping onto one of the Genin's wrists and began adjusting his stance and explaining the technique more thoroughly.
---
'This wasn't easy i'll have you know!' Kira yelled at one of the men blocking her path. 'I have decoded all of these recon messages, have detailed reports of their movements and even have field notes about the poisons they use and you still won't allow me to pass?'
The Shinobi looked to his ally, the other guard blocking the teen from proceeding, after noting the shrug the man turned to the girl once again. 'I can't let you pass, we have nothing to verify what you are telling us is true, nor do we even know who you were even tracking as you'll not … How did you put it? Reveal the nature of your research to some lowly gate guards.'
'If I knew you were going to be so ####### awkward i'd have said nothing..' She muttered quietly to herself as the two guards remained at their post continuing to halt her advance into the village. She just stood there for a few moments with her eyes closed, thinking hard. The guards couldn't help laugh at her as he did this, one whispering to the other. 'She looks constipated.'
Soon her eyes would flutter open as she'd slowly unbutton her over shirt revealing her average sized but very perky breasts. 'Say..' She moved a little closer to the one she decided would be the least humiliating to come on to. '..You don't think a little girl like me would lie do you?' He plan seemed to have worked! The guarded grinned gleefully as he ran his hand down her back before gripping the cloth of her outfit tightly and shoving her into the dirt.
'Get out of here..' He grunted, poking her with the pole of his spear, shaking his head at the girl. 'I'm not into paedophilia, it's frowned apon in civilized society.'
She let out a primal scream of frustration as she pushed herself to her feet. 'Fine! Have it your way you lowlife, good for nothing bastards!' Kira stormed off in irritation taking all of her 'findings' with her, she may have lost the battle but the war was far from over.
'..Frowned upon in civilized society? Surely the main reason is that it is wrong?'
---
Ryouta yawned a little, though it was a strange noise the young Shinobi emmited, it didn't sound like a yawn at all. I guess a yawn would be difficult to perform correctly without a jaw. He shook his head quickly, attempting to rub the sleep from his eyes. It didn't really help too much though the cool finger tips from his prosthetic hand made a slight difference, all he could truly hope for, he'd been at this for almost six hours by now.
After regaining focus he began to study himself in the mirror once again, bringing the scalpel up to where his jaw should have been before gently carving away the remaining flesh. It was a truly grotesque sight to behold, most would have died from the sheer shock of having to look at yourself in such a state but he was a seasoned professional in the grotesque.. Punching through someone's chest and watching the broken bones and various organs splatter over the floor or watching a young child explode would do that to a person. He began cleaning the blood from his face, it almost seemed ever-flowing. The 'new' jaw had been crafted prior to the need, just as replacements for his entire body had been, Ryouta had decided to be extra careful since the 'accident' with his arm and this was the reason. It had been at least 18 months since he departed from Sunakagure, he had not skill in medical techniques and the certainty that his jaw was shattered beyond repair was confirmed as the forest floor in the Water Country was still scattered with various shards of bone.
A few hours passed before he was done, looking at himself in the mirror he smiled as the 'new' metal teeth of his glinted as the light bounced from it's source to the mirror to his teeth. After nodding as his work and wiping away some of the dried blood on his skin, he promptly and unceremoniously fell asleep after hitting his head against his desk.
---
~Year Three~
The heavy breathing made her skin crawl, this just couldn't happen to her, could it? Her heart skipped a beat as she felt the hand roughly caress her flesh. She bit down hard on the cloth containing her voice, a corner poking just a little too far down the back of her throat, it was almost impossible not not reach.
'Mrrp..'
She felt a painful slap whip against her face and whimpered into the cloth once again, she received the same response to that whimper also, she fell silent after that.
'Isn't that a good girl?' The voice, whoever it was, made her skin crawl. She couldn't talk due to one cloth, couldn't see because of another and couldn't move due to her broken wrists being wrapped cruelly in Ninja Wire, it bore into her skin as she shuffled.
The chuckle was the worst thing, it was as if her captor was exploring a females body for the first time, groping her breasts for a time that could only be described as prolonged. She felt a tongue grace her skin which caused her to jolt in disgust.. It was truly a shame, Kira would have loved to take advantage of a full bladder after that, apparently the fates were against her that day.
Kira grunted in pain as she received three painful slaps across the face in succession, blood dribbling from her face caused by a rather viscous finale to the fanfare in the form of a backhand, she was sure his nails were uncut and filthy.
It was then she felt it. She knew what it was and what it's intention was as soon as it graced the inner part of her thigh, it made her want to vomit. Her fingers would twitch.
Silence. Kira couldn't figure out what happened, for a few seconds there was nothing but silence, no wind, no animals, no rustle of trees.. Nothing. She felt a few drops of warm liquid splatter against the flesh of her cheek followed by an intense weight on her body. Dead weight.
---
A flash of crimson rippled through the air, they'd never seen anything like this before. Luca smirked as he watched those he was fighting against simply become entranced with his movement. The curves of his body made this easy, he made the men jealous and the females drool. A flicker of steel would ripple through the air, cutting deeply into one of Luca's opponents, he'd blink a few times as the teen slid the sword back into his sheath in mid combat, he almost began to question how Luca could have missed before a different crimson began to pour.
Luca stuck his tongue out at the man staggering back before quickly sidestepping a possibly fatal attack.
'This isn't over boy, draw your weapon.. I don't want this to be too easy.'
The rogue shook his head at the man's comment as he used his near flawless movement to out step the man with ease, rolling over his back before quickly flicking his blade out and sheathing it again. Luca would quickly plant a kiss on the man's cheek. His opponent's eyes widen in shock of what just happened, he couldn't believe his eyes.. How was he out done by a child. The man raised his hand to his now bleeding neck which had begun spurting patches of blood over the damp stone floor, maybe it wasn't the kiss that shocked him.
'I'd suggest retreating..' Luca nodded toward the last combatant remaining, he smirked as the man crawled backward away from the teen a flash of fear erupting in the man's eyes before he quickly turned tail and ran.
The man's life was over, Luca shook his head and he knew instantly the scene which was about to unfold, he didn't care to watch.
A black swamp Boa hissed as it slithered through the grass toward it's victim, the snake of a man slithered behind. His hunger for gore would be quenched.
---
The Cyborg chuckled silently as he watched the conversation from a far, his hearing implants allowing it to be heard from a distance.
'The Atatsuki haven't been seen for years woman, why are you worried? They wouldn't come back, the Shinobi World is far too powerful after the fourth war.. How could you even comprihend a group of people being even close to being on par with Sunagakure and Konohagakure, your fears are unwarranted.'
'Unwarranted?' The female replied, clearly bemused by the others ignorance. 'Are you sure my fears are unwarranted? After everything they have done in the past? How could you possibly make a statement like that, they have brought skill to the table from just a single Atatsuki member that twenty of us couldn't match.'
'You are simply worrying too much woman, let the men handle this if it is too hard for you.' The male folded his arms, shaking his head as he looked down on his colleague.
'And you are nieve individual who deserves getting stood up in front of your peers for your sexist attitude.'
Ryouta smirked a little as he watched to two part ways, the arrogant male whom walked off in a huff couldn't truly hide his concern about the woman's suspicions coupled with perhaps a little guilt of how he treated her. The female couldn't hide her concern either, though she wasn't trying to.. What she was trying to hide however was the thrill on her face, Ryouta concluded she liked being treated like that.
'Interesting.' Ryouta muttered to himself, vanishing from the trees in an instant.
---
~Year Four~
'You think this is easy?'
'Ofcourse it's easy, you've done it plenty of times for other people!'
'Yeah, that's because I had to..'
'Well, you have to now!'
'Who says I have to?'
'I say you have to!'
Ryouta grunted as he looked up at the ceiling as a few tiny clumps of dirt would hit him on the forhead as he continued his discussion.
'Look, i'm not going to and you can't make me.'
'Get over yourself and bloody do it!'
'No!'
'Well fine! We all know you're going to do it anyway!'
'Oh?' Ryouta replied with a huff of defiance as he folded his arms and continued. 'What makes you so sure?'
The puppet would twitch and turn to face Ryouta, with an expression on it's expressionless face as if it was saying.. 'Really?'
---
She'd waited a year, the girl bided her time until she was certain that it was the perfect time. It certainly felt perfect. Kira smirked as she adjusted the glasses on her face before sliding up onto the crate behind her and crossing her legs as she settled.
'I bet you thought i'd forgotten what you did to me.' She sneered at the two men she had bound, gagged and naked, the two men that had guarded a gate she wished to pass those years ago. 'I bet you didn't even think I knew it was you.. You believe me to be nieve don't you? You believe me to be a useless little girl that was only good for one thing.'
The two men shuddered continuously, partially from fear, partially that they were freezing. When I say freezing, I don't simply mean they were cold either. Kira chuckled a little as she slid off the crate, her boot crunching against the snow-covered spring country. She stepped closer to them before squatting in between them both, her warm breath giving them a cruel sliver of hope that would vanish almost as instantly as it came. She gently kissed both men on the cheek before standing looking at the two men for the last time as she began to walk away.
The muffled begs and pleas from the men fell on deaf ears as she continued to crunch her feet against the snow with each step. Tugging on several strings attached to her fingers caused the snow, once housed on the branches above them to cascade like an avalanche and bury the men. A sigh left her lips as she continued to walk away, it was over now.
---
'I've made my decision.'
'Oh you have? What did you decide?'
'I agree to your request.'
'Interesting, may I ask what swayed your decision?'
'You may..'
Luca's lips continued to move, though no sound was being conjured from his throat. The hooded man nodded, listening to Luca's reason a smile gracing his lips.
'I still refuse to kiss you..'
---
~Year Five~
'You're looking for who exactly?' Luca looked at the squad of Sunagakure Shinobi squaring up to him, dumbfounded of the arrogance that the Jounin leading the group of three Genin had, truly the blind leading the blind, though perhaps the most fair comparason would be the blind leading those who have not yet learnt to see.
'Aoki, Ryouta..' The Jounin muttered, spitting on the floor, trying to make the fact that he'd spit his half smoked cigarette out of his mouth too an intentional act. Quickly he stomped out the cigatette, the look on his face seemed to betray his earlier cover-up, with a look that longed to have the 'Coffin Nail' back in his mouth. 'He's about your height, blonde, eye-patch.. Mechanical or something? .. If you don't give us the information we require, we'll be forced to act.'
'..Ryouta.. Ryouta, that name rings a bell, any more information on him?'
'He served in Sunagakure as a powerful infiltration Shinobi, he's known for his ability to quickly adapt to a populated environment under a alter-ego. His ability to Henge is skilled beyond most.'
Luca smirked a little as he gently ran his finger along the cloth wrapping of his blade. 'Is that so? Then how do you know that Ryouta isn't me.. Or even, one of you?' This statement caused the Genin to become somewhat less confident as they looked at each other then up to the Jounin for advice. Luca had already pierced the man's throat and blood was spraying forward, imitating a burst water pipe.
The Genin, who were all just shy of being thirteen, couldn't truly comprehend what had happened, it was seconds, they were all on the verge of tears due to the fear struck in their hearts.
A flick of Luca's wrist and soon the fear from the younglings would wash away and unconsciousness would fill the void, poison riddled needles would each pierce the flesh ending the misery, launched from the fingers of a iconic puppet hung in the roof of the forest.
'You should let me murder them.' A man hissed from the trees, who had been watching the ordeal from above.
'Touch them and I'll remove your tackle, Deivus.' The emerald haired Shinobi glared at the one above him.
'You're far too soft, Ryouta..'
---
Kira pressed her warm, supple lips against the other's lips. As she slowly broke the kiss she gently caressed the man's crotch as she 'accidentally' rested her breasts in the man's face. 'Oops' She gasped innocently as she 'fumbled' and continued to rub his face with her pillows before eventually removing them, blushing fiercely. 'I'm so sorry..'
Speaking of fierce, the man's member was pitching a tent in his trousers with a similar amount of vigour. He hiccuped a couple of times as the dumb grin was plastered across his face for the duration of the evening, many 'accidental' slips of Kira's body causing the man to practically cream himself without any stimulation in the parts below, clearly he was quite lonely.
'What were you saying about Sunagakure?' She whispered softly into his ear before nibbling against his ear lobe, licking it sensually with her tongue as she awaits her answer.
'Some betrayer cyborg freak had been spotted recently but we lost sig-.. Hic! .. 'scuse me.. We lost sight of him week ago, our group is worrying that if we return without knowledge of him we'll be executed.'
Kira's lips couldn't help but ripple into a sadistic smirk as she kneed the man painfully in his crotch, laughing a little sadistically. She quelled the man's scream by kissing him deeply, as their lips parted a strange metallic tang would remain on his tongue, a black oil like substance dribbled down his lip as his eyes widened at the very 'cyborg freak' he'd been referring to. 'I would tell you to give Akykyo-Sama my regards.. But seems like you swallow rather than spit.'
Ryo licked the remaining poison from his own lip and steel teeth before tapping the man gently on the cheek as the fitting began. 'Now now.. Shh shh.. It'll be over soon.'
---
The metal of his jaw glinted in the light that began to bathe the world in warmth as the sun began to rise over the tops of the trees. A smile graced his lips as he placed the urn on the small tuft of grass growing from the only solace in a wake of destruction.
'You've helped me more than you could have ever imagined my friend.' Ryouta took a few steps back to regard the sunrise as it spread it's golden glory across the wasteland that was once home to Kumogakure. He gently adjusts the small strip of cloth that would cover his right eye. 'I wonder how this would have been different if you had listened to me and ignored that Yuki girl..'
'Would you be with me now? Would you be by my side? Would you have done those things you did? Would I have done the things I've done?' Ryouta chuckled a little as he turned away from the grave. 'I punched a hole through someone for you.. I guess you are the reason I became like this. Arsehole.' Ryo shook his head a little a smile still dancing across his face as he pulled on the most iconic robe in Shinobi history.
---
Last edited by Suigetsu on Sun Jul 03, 2011 1:38 pm; edited 25 times in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115
Subject: Techniques Mon Sep 06, 2010 2:31 pm
§ Jutsu Sheet §
:: Jutsu ::
RELEASES:
Spoiler:
:: Suiton Release :: (Sealing Technique) ::
Water Release gains + 3 to roll Vs FireRelease Water Release lose - 3 to roll Vs Earth Release
Collaboration Jutsu: Requires a teammate who can perform Lightning. User and partner use their turn at the same time, User pays original CP cost of a Lightning Jutsu and partner can pay the following CP for additional damage. (In terms of DoT effects, initial damage only.) Genin: 3 CP, + 1d8 lightning Damage Chunin: 5 CP, + 2d8 lightning Damage Jounin: 7 CP, + 3d8 lightning Damage
:: Raiton Release :: (Sealing Technique) ::
Lightning Release gains + 3 to roll Vs Earth Release Lightning Release lose - 3 to roll Vs Wind Release
Collaboration Jutsu: Requires a teammate who can perform Earth Release. User and partner use their turn at the same time, User pays original CP cost of a Lightning Jutsu and partner can pay the following CP for additional damage. (In terms of DoT effects, initial damage only.) Genin: 3 CP, + 1d8 Earth Damage Chunin: 5 CP, + 2d8 Earth Damage Jounin: 7 CP, + 3d8 Earth Damage
:: Doton Release :: (Sealing Technique) ::
Earth Release gains + 3 to roll Vs Water Release Earth Release lose - 3 to roll Vs Lightning Release
Collaboration Jutsu: Requires a teammate who can perform Water Release. User and partner use their turn at the same time, User pays original CP cost of a Earth Jutsu and partner can pay the following CP for additional damage. (In terms of DoT effects, initial damage only.) Genin: 3 CP, + 1d8 Water Damage Chunin: 5 CP, + 2d8 Water Damage Jounin: 7 CP, + 3d8 Water Damage
ACADEMY:
Spoiler:
Cloak of Invisibility Technique - (DM Chiyo) Jutsu Type: Ninjutsu Rank: E Cp: - Description:With this jutsu one uses a cloak or piece of cloth to make oneself blend in with the background, rendering oneself invisible. (Roleplay only.)
Rope Escape Technique - (Self Taught/Takeshi) Jutsu Type: Ninjutsu Rank: E Cp: - Description:: A basic jutsu taught at the Ninja academy. When a ninja is tied with rope, he can undo the knots and escape using this technique. (Roleplay only)
Bunshin no Jutsu (Clone Technique) - (DM Tsunade) Jutsu Type: Ninjutsu Rank: E rank Cp: 4 + 2 per round maintained Description: This is a basic technique known to all Genin. Bunshin no Jutsu creates a clone of the user, which can used to create a diversion or cause confusion. Unlike Kage Bunshin no Jutsu (Art of the Shadow Doppelganger), these clones aren't real, and thus cannot do any damage. PvP Effect: As long as the bunshin is maintained when being attacked the attacker must roll 1d6. On a 1-3 the bunshin is attacked, on a 4-6 the real target is attacked.
Water Walking - (Self Taught/Takeshi) Jutsu Type: Ninjutsu Rank: N/A Cp: - Description: The ability to use chakra to stand and walk on water. (Roleplay only.)
Wall/Tree Walking - (Self Taught/Takeshi) Jutsu Type: Ninjutsu Rank: N/A Cp: - Description: The ability to use chakra to make your feet/hands stick to trees and walls so you can walk up them. (Roleplay only.)
E-RANK:
Spoiler:
Suiton: Water Spittle - (Academy Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: With 2 hand seals, User releases a stream of water at a target's eyes blurring their vision for a moment. PvP Effect: 1d4 Water Damage + - 10 spot for 1 round. Suiton: Balancing Exercise - (Academy Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The User performs a basic training exercise in maintaining their balance either physically or spiritually to keep their chakra in a constant and subtle flow with the water jutsu yet to be performed. PvP Effect: - 2 Cp to the next Water Jutsu the User performs, + 1 Vs. DC roll when learning Water Release lasts for 1 attempt. Suiton: Soaking Spray Jutsu - (Academy Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: With a few basic handsigns the user is able to fire a small jet of water from their mouth. PvP Effect: 1d4 damage. (This jutsu requires no source of water.)
[Voice Throw] - (Self Taught/Mith) Jutsu Type: Kugutsu Rank: E Cp:--- Description: Allows the puppet master to throw their voice and talk from their puppet. PvP Effect: Voice issues from the puppet allowing you to talk while hiding. [Henged Puppet] - (Self Taught/Mith) Jutsu Type: Kugutsu Rank: E Cp:--- Description: Allows the puppet master to henge the target puppet. If it gets hit, the henge dissipates. PvP Effect: Henge rules.
Raiton: Numbing Touch - (Self Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The user performs 1 hand seal and flicks an electric charge at a target that when hit numbs the area struck. PvP Effect: 1d4 Lightning Damage, - 1 to roll for 1 round.
Raiton: Tension Excercise - (Self Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: The User performs a basic training exercise in working their electrical nervous systems, charging chakra to their muscles all the while creating a vibration that would generate static discharge. PvP Effect: - 2 Cp to the next Lightning Jutsu the User performs, + 1 Vs. DC roll when learning Lightning Release lasts for 1 attempt.
Raiton: Static Blast Jutsu - (Self Taught) Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: With some simple seals the user sends a small spark of electricty towards the opponent. PvP Effect: 1d4 damage.
Doton: Mud Bath - (Self Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: User performs 2 handseals and spews out a stream of mud from their mouth in a wide range. PvP Effect: - 1 to 1d4 targets rolls for 1 round.
Doton: Meditative Excercise - (Self Taught) Jutsu Type: Ninjutsu Rank: E Cp: 2 Description: User performs a basic training exercise in meditation as they calm their mind and stabilize themselves before unleashing a more focused Jutsu. PvP Effect: - 2 Cp to the next Earth Jutsu the User performs, + 1 Vs. DC roll when learning Earth Release lasts for 1 attempt.
Doton: Mud Strike Jutsu - (Self Taught) Jutsu Type: Ninjutsu Rank: E Cp: 1 Description: The user does three handsigns (Boar, Dog, Snake) and stomps their foot, sending a weak wave of debris at the target. PvP Effect: 1d4 damage
D-RANK:
Spoiler:
Ninpou: Dentatsu No Jutsu (Hidden Art of the Word) - (Tami) Jutsu Type: Ninjutsu Rank: D Cp: 3 Description: The shinobi uses their chakra to release a messenger bird, the bird may be sent to an ally or an enemy. PvP effect: None
[Puppet Substitution] - (Mith) Jutsu Type: Kugutsu Rank: D Cp: 3 Description: Works like substitution, but the puppet appears where the user was (it doesn't take damage from this attack) and the user disappears somewhere. PvP Effect: Substitution + 1 to roll. Note if you use this to bring your puppet into the battle you must pay the 3cp substitution cost as well as the 15 CP puppet summoning cost.
[Basic Mechanical Knowledge] - (DM Chiyo) Jutsu Type: Kugutsu Rank: D Cp: 3 Description: The puppet master may use their turn to repair the damage on one of their puppets. PvP Effect: Recovers 1/10'th of a Craft Weapon roll, rounded down..on one targeted puppet. (Max 15)
[Guided Kunai] - (Mith) Jutsu Type: Kugutsu Rank: D Cp: 3 Description: Allows the puppet master to attach a string to their thrown kunai or shuriken, making it easier to guide with the string. PvP Effect: The puppet master can substitute Wisdom Stat for Dexterity when throwing Ranged Ninja Tools, ex: Shuriken, Senbon, Kunai, etc. Wisdom Stat Substitutes Dexterity Stat bonus for penalty.
[Formation Delta (Will Override any other Formations)] - (Mith) Jutsu Type: Kugutsu Rank: D Cp: 3 Description: The User assembles his puppets in an offensive position encircling the group like sharks only to swarm in and make their assault. PvP Effect: For 1d4 Rounds, Puppets gain + 1 to attack & damage rolls.
C-RANK:
Spoiler:
Suiton: Water Prison Jutsu - (Self Taught/Takahiro) Jutsu Type: Ninjutsu Rank: C Cp: 4 + 2 per round maintained Description: utilizes water to imprison an opponent. The ninja forms the necessary hand seals which causes the water to form around the target into a spherical prison which only allows for limited movement. The ninja must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. When combined with a bunshin technique, the ninja can imprison their target but still allow for a clone to attack others nearby. PvP Effect: No Damage, User can hold the target in the prison for 1d6 Rounds, and or they run out of chakra or until the opponent beats an opposed wisdom check made each round vs the Original wisdom roll they were trapped with. The prison breaks when the person holding the prison, or the person within the prison, get hit.
Suiton: Pond Basin - (Tami) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: User performs 7 Handseals and pours water from their mouth with an amount enough to perform Basic Water Jutsus. PvP Effect: For 1d4 Rounds, C-Rank and D-Rank Water Jutsus are given a water source to perform Water Jutsus.
Suiton: Water Whip - (Yoru) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: With 1 Handseal, the User creates an orb of water around their palm that can be formed and molded into a malleable whip. PvP Effect: Stun a target for 1d4 Rounds or until hit.
Doton: Underground Projection Fish Technique - (Copied/NPC) Jutsu Type: Ninjutsu Rank:C Cp: 5 Description: Using this jutsu, a person can hide underground until they're ready to attack an opponent. By utilizing earth-chakra, the person can stealthily emerge from the ground without disrupting the ground around him. PvP Effect: The user hides automatically and is undetectable by normal means(Regular spots and listens). Things that see chakra (Byakugan, Sharingan) and other work arounds (such as Inuzuka scent) can still find the target using a successful check v.s hide. The user can stay hidden this way for 1d6 rounds. When the user emerges and wishes to make a sneak attack, it's a move silently+10 v.s listen.
Doton: Inner Decapitation Technique - (Mith) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user reaches up to grab the targets legs/ankles and pulls the target underground with them (or possibly swaps places with) so that only their head is above ground. PvP Effect: This must be used after Underground Projection Fish Technique. If successful, the target is immobilized for 1d6 rounds or until hit.
[Hisaji no Mai (Dance of the Flying Spoons)] - (DM Chiyo) Jutsu Type: Kugutsu Rank: C Cp: 5 Description: Using this quite handy trick, the user is able to move around objects as he would puppets with his Chakra strings. To be properly effective, the technique can only affect inanimate objects. PvP Effect: The target makes a STR/DEX roll against the strings or is disarmed for 1d4 rounds, then they may reclaim their weapon as a free action.
[Formation Gamma (Will Override any other Formations)]- (Mith) Jutsu Type: Kugutsu Rank: C Cp: 5 Description: The User positions his puppets in a defensive position as they stand at the back using each other for support to lessen the strain in their movements. PvP Effect: For 1d4+1 Rounds, Puppets gain + 2 to Defense rolls and can defend 1 target per puppet as a free action
Chakra Focus: Hands - (Mith) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: The user charges their body with chakra, paying special attention to their hands. This allows them to breeze through jutsu and focus their attention on execution. PvP Effect: 1d4 wis rolls for 1d4 rounds.
Shadow Vanity Mirror Art - (Sedi) Jutsu Type: Ninjutsu Rank: C Cp: 5 Description: By closing their eyes and focusing on an image in their mind, the User would perform an almost perfect henge that would baffle any that try to differentiate them from the original. It was made to serve as a permanent cover for any scars, wounds, or unsightly marks on the body that the User would not wish to be made known. This typically requires exquisite mind and focus to detail, and limited to women / gay men. PvP: Henge (WIS / INT Vs WIS + 2, Applies to sensor ninja), while henged User cannot be targeted but can perform a Sneak ATK, MS + 10 Vs Listen. (Limited use by Women / Gay men)
B-RANK:
Spoiler:
[Chakra Sheild] - (Self Taught/Mith) Jutsu Type: Kugutsu Rank: B Cp: 8 RP Description: A puppet master jutsu, a mechanism in the puppets arm fans out to bring forth a barrier of chakra that can block many deadly attacks. PvP Effect: Block + 3 using a puppet. Can block "unblockable" attacks.
Suiton: Venom Strike - (Self Taught/Zetsu) Jutsu Type: Ninjutsu Rank: B Cp: 8 + 3 CP to maintain. Description: User performs 1 Handseal and channels water to coat a weapon, they then take a portion of their blood and dabs into the water changing it into a crimson color thusly applying the poison. PvP Effect: For 1d6+2 Rounds, a target's weapon deals an additional + 2d4 Poison damage. Poison damage bypasses DR. Can be ended early.
Suiton: Water Dragon Jutsu - (Self Taught/Zetsu) Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user makes a long list of hand seals, forming a dragon projectile made of water to crash down and strike the target. PvP Effect: 3d8+1d10, Unblockable
Suiton: Mass Water Bullets Jutsu - (Self Taught/Scroll) Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user shoots a vast amount of chakra-engulfed-water bullets towards different targets. PvP Effect: 2d10 to up to 4 targets. (Doesn't need water around.)
Special Chakra Focus: Hands - (Self Taught/Takeshi) Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: The user uses his knowledge over chakra (Nimble fingers) To maximize his usage of it, flying through handsigns and control and greatly increasing their ability to utilize their jutsu. PvP Effect: 1d6 to WIS rolls for 1d4 rounds (Required: Chakra Focus: Hands.)
Chakra Burst - (Mith) Jutsu Type: Ninjutsu Rank: B Cp: 8 Description: You release a shockwave of chakra knocking everyone around you to the ground. PvP Effect: Everyone makes an Opposed STR/DEX/WIS check vs your WIS Roll failure makes them fall to the ground stunned for 1 round(or until hit) and they also take 2d10 + WIS chart bonus damage.
A-RANK:
Spoiler:
[Formation Alpha (Will Override any other Formations)] - (DM Kirin) Jutsu Type: Kugutsu Rank: A Cp: 13 Description: The User performs a mass Henge and maintains it via seals placed on each puppet prior to the battle that help in maintaining the Henge even when struck. PvP Effect: For 1d6 Rounds all puppets are henged as 1 target (Wis Vs Wis / Int to see through henge), they gain + 1 to attack rolls per puppet henged, and any attacks made against the henges are rolled with 1d4. [1 - 3] Henged puppets, User chooses which. [4] Original. [Jikki Chikamatsu no Haiiro(Grey Secret Technique - Five Puppet Collection)] - (Self Taught) Jutsu Type: Kugutsu Rank: A Cp: 20 Description: The user unravels and releases 5 of it's puppets from it's collection. Using two fingers expertly to control each puppet, it's able to swarm and attack with amazing ability. PvP Effect: The user now controls a thing called a "puppet swarm" for 2d6 rounds. The puppet swarm HP is equal to the 1/2 user's level + the user's WIS mod. The user may make 3 attacks each round with the puppets. The swarm pretty much moves as one, so enemies would attack the swarm as a whole. The user may not use any jutsu or activate an mechanisms on any puppets in the swarm. The puppet's damage is 2d6+2 per hit bypassing 3 DR. The user's Max CP is reduced by 5 for 1d4 RL days after using this technique.
Chidori - (Sao) Jutsu Type: Ninjutsu Rank: A Cp: 13 Description: Ninjutsu technique developed by Uchiha Ikki utilizing the Lightning Element. Chidori allows him to cut through any foe. This force is their chakra altered in nature to an electrical current. By altering the shape of the force, similar to an electrical discharge, they can decide the power and range of the attack. PvP Effect: 3d10+1d6 damage, Pierces 10 DR
S-RANK:
Spoiler:
[Hito Ningyougeki no Jutsu (Living Human Puppetry Technique)] - (Self Taught/Akykyo) Jutsu Type: Kugutsu Rank: S Cp: 20 Description: Using this technique, the puppeteer is able to attach his chakra strings from Kugutsu no Jutsu onto a willing creature of the same type as the user. This allows the puppeteer to use the "puppets" strengths with some of their own to attack with greater effect. PvP Effect: The user controls the target as long as they are willing as a puppet. Noting this technique requires a lot of concentration disallowing the use of any other puppets by the user. All taijutsu/kenjutsu attack and defense rolls are now made with the User's WIS mod + the Targets DEX/STR mod. Neither the target or the user can use ANY jutsu while this is happening. If the puppet or the puppet master is "KO" then the jutsu ends. The puppet loses his/her turn in favor of the puppet masters. It takes Puppet-Nin's turn to end this effect.
[Formation Omega (Will Override any other Formations)] - (Self Taught/Akykyo) Jutsu Type: Kugutsu Rank: S Cp: 20 Description: A Deadly technique devised by the first ever puppet master Monzaemon to conquer a castle, its power is based on how many puppets are summoned and delivers a blow that could be lethal. However, this technique takes time in preparation. PvP Effect: Takes 2 rounds, first round nothing happens as User prepares and places Puppets in designated positions, second round User attacks with all available puppets while stacking Rank Damages (Weapon Damage is applied if they carry one)
[Jikki Chikamatsu no Shuu - White Secret Technique: Ten Puppet Collection] - (Self Taught/Akykyo) Jutsu Type: Kugutsu Rank: S+ Cp: 30 + 5 CP Maintenance Description: The user unravels and releases 10 of it's puppets from it's collection. Using 1 finger expertly to control each puppet, it's able to swarm and attack with amazing ability. PvP: (Requires 10 Puppets) User summons a "Puppet Swarm" consisting of 10 of their Puppets, Duration 3d4 Rounds after Duration - 20 User's CP Pool for 1 IRL Week. Puppet Swarm Information: HP) User's Lvl + WIS Mod and has 5 DR. ATK / DEF) via WIS Mod, Can ATK up to 5 Times per round. (Action-Based Abilities are Disabled) Rank DMG) 2d8+2 DMG Bypassing 5 DR.
Raikiri - (Self Taught) Jutsu Type: Ninjutsu Rank: S+ Cp: 26 Description: Ninjutsu technique developed by Ryouta utilizing the Lightning Element, developed through consistent use of the Chidori, using his right Prosthetic Arm he's able to use the Chakra Plating around the arm to channel Raiton Chakra through the entire arm, allowing larger force than the Chidori could produce. Due to the huge focus of Raiton Chakra conducted though the prosthetic, it can only be used rarely or it would surely destroy the Prosthetic. Chidori allows him to cut through any foe, Raikiri allows him to cut through lightning itself. This force is their chakra altered in nature to an electrical current. By altering the shape of the force, similar to an electrical discharge, they can decide the power and range of the attack, due to the immense focus this technique requires over the Chidori, this technique can only be used on a stunned target. PvP Effect: Only usable against stunned foes, 5d10+2d6 damage, Pierces 12 DR, if used more than once per fight, disable the use and all of the Puppet Prosthetic bonuses.
Last edited by Suigetsu on Sun Jul 03, 2011 6:19 pm; edited 73 times in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115
Subject: Combat Log Thu Sep 23, 2010 5:08 am
§ Battle Sheet §
LvL:
40
HP:
66 / 66
CP:
88 / 88
AFFINITY:
[1] Water / [2] Lightning / [3] Earth
TRAITS:
:: Puppet Nin ::
Spoiler:
[Frail Body] - 2 to DEX / STR Modifiers, +2 to Puppet Rolls. +10 CP Pool. Lvl 15+: 1 Puppet out at a time. Lvl 25+: 2 Puppets out at a time. Lvl 35+: 3 Puppets out at a time. Lvl 40: Add Ninjutsu DMG Stat Bonuses to Basic Puppet DMG.
:: Puppet Rules ::
Spoiler:
Puppet-Nin automatically gain 1 Basic Puppet. After that they can create Custom Puppets that cost Tokens + DM Approval. (See Puppet Creation Guide for more Details.) It costs 15 CP per puppet to summon as a free action, multiple puppets can be summoned at once.
[Chakra Strings] 10 Cp Activation per puppet summoned, + 1 Cp Maintenance per puppet. [Durability] HP: 1/2 User's Lvl + Wisdom Modifier. [Puppet Technique] Attack / Defend: Wisdom roll used to Block / Evade. Can Block for User but not Evade. [Wooden Frame] 2 DR Vs Kenjutsu / Ranged Ninja Tools [Automaton] Immune to Poisons, CP Damage, Genjutsu, Sleep, Paralysis, etc. Except Physical Stuns (Ex: Ninja Wire) [Marionette] Puppet-Nin can perform Basic-Hide and attack with puppets and not reveal themselves, Sneak-attack bonuses not applied when attacking with puppets this way.
:: Jounin ::
Spoiler:
Jounin are generally highly-experienced shinobi with great individual skill who serve as military captains. They are often sent on A-Rank missions, and experienced Jounin may even be sent on S-Class missions (which are considered to be the greatest difficulty). It is not unusual for Jounin to go on missions alone. Jounin are generally able to use at least two types of elemental chakra, some genjutsu, and above-average taijutsu skills.
PvP Effects: + 15 HP Pool, + 1 Additional Elemental Chakra Affinity (Must be Rolled.).
:: ANBU ::
Spoiler:
ANBU are specialized shinobi that take direct orders from Kazekage performing advanced missions such as assassinations and torture. These ninja are handpicked by the Kazekage for their capabilities and special skillsets.
:: Special: Puppet Brigade ::
Spoiler:
Sunagakure is protected by an organization that far exceeds ANBU in terms of Espionage war-fare by fighting within the enemy lines. The Puppet Brigade consist of not only the most crafty Puppet Master's Sunagakure has to offer but also shinobi with wide array of abilities that would enable them perform their given tasks in controlling an enemy's infrastructure. A Puppet Brigade member's goal is to leak information to Suna, assassinate or dominate key members of an enemy country's territory, and prepare to sabotage an enemy village should war arise by attacking the political system into disarray. They are masters of manipulation but are only truly loyal to the Kazekage, giving them rise to being known as Suna's "Ace in the hole".
Job Bonuses: - Permission to access Puppet Brigade HQ: + 1 all Ninja Tools to User's Inventory (Except Chakra Pill), and Puppet Ninja Max Cost for puppet is increased by + 25 Tokens.
Job Penalties: - Missions can last IRL weeks / months. - User gains 2 Seals: A) User loses all memory of what had occured during the mission, B) User is planted with a self-destruct seal to prevent outsourcing of Sunagakure's information.
UPGRADES:
:: Doukagan Implant ::
Spoiler:
The Doukagan in its passive state is pure silver pupiless and smooth , when active it glowswith a faint inner light. (Note: Implanted Dojutsu are always active.)
:: Doukagan Dojutsu: ::
Passive: In its passive state the Doukugan has the ability to recognize patterns in the opponents chakra and predict likely paths the jutsu will take.
Active: (Constant) 3cp for each round revealed.
Level 15+: 1 Offensive Rolls +1 Defensive Rolls Level 25+: +2 Offensive Rolls, +2 Defensive Rolls Level 35+: +2 Offensive Rolls, +2 Defensive Rolls (These bonuses do not apply to using puppets.)
:: Osmosis ::
This ability allows the user to rapidly define the patterns of a genjutsu or ninjutsu and use that jutsu against the opponent in defense at a set cp cost, when using Osmosis the user's ability to define patterns within chakra doubles in intensity.
If the user is in a battle Osmosis grants a +2 bonus to the defensive roll with the genjutsu or ninjutsu. (This stacks with regular bonuses).
CP Chart:
D: 1 C: 3 B: 5 A: 6
:: Technique Copying ::
Ranks of jutsu allowed to copy at your ninja rank.
Level 15+: D and C. Level 25+: D, C, and B. Level 35+: D, C, B and A.
The Doukugan may also simply choose to copy jutsus of the users Elements.
Level 15+: Rank D +3, C Rank +4 Level 25+: Rank D +2, C Rank +3, B Rank + 4 Level 35+: Rank D +1, C Rank +2, B Rank + 3 A Rank +4 (Note the + is added onto the jutsus regular cp cost so an average Rank D at Genin would cost 6cp to copy).
Note: The Dokugan may only copy jutsu of the users element and non-elemental jutsu/genjutsu, they may copy stance based taijutsu techniques as they use chakra and S ranks are so complex they can not be copied at all.[/center]
:: Biomechanical Cybernetic Enhancements ::
Spoiler:
Utilizing a highly advanced blend of fuinjutsu seals and biomechanical machinery the Puppet Brigade and Medical corps was capable of crafting a cybernetic support unit. The unit was originally designed to provide a temporary life support for extreme cases. It uses a system core to funnel and manipulate the bodies muscles with chakra. Effectively numbing pain and slowing the progress of any status inducing negative effects.
The unit itself is implanted and protected inside Ryouta's rib-cage, with a riddle of wiring threaded throughout his tendons and muscle tissue to stimulate the organic matter into performing at a rate above normality, granting an unnatural speed due to this enhancement.
Due to the extensive strain on muscle tissue, the unit causes the body to be under greater strain than usual muscle exertion, causing Ryouta to have to maintain a steady training regime to keep his muscles to a point where his biomechanical enhancements won't cause his body to go into shock.
PvP Effect: The unit has a store of 20 cp, each round it drains 1 cp away. The user can tap into this store in case of emergencies. The user replaces Dex with Wis. Gains 3 dr, and automatically reduces poison by half in effect and duration. Medical Jutsu works 50% less effectively against the wearer.
:: Special: Steampunk Upgrades ::
The user has four slots they can install upgrades in. They may create as many upgrades as they wish however only four may be active at once.
:: Chakra Reactive Mercurial Alloy ::
Spoiler:
After Ryoutas accident the Cybernetic Enhancements have been upgraded to combat effectiveness. The once life support system doubles as an additional weapon. Altered by Akykyo to increase Ryoutas performance on the battlefield and overall. Each natural sense is heightened and the material forming the enhancements extremely malleable and reactive to chakra emissions.
Akykyo's enhancements were not the only change to Ryouta's system, his original prosthetic was replaced with one of his own design, which uses living tissue aswell as a metallic shell. Losing the bonuses granted from his original prosthetic, he has allowed a majority of the new devices to riddle his body, as opposed to just his arm.
The arm has also been seen to channel Lightning Chakra much like its now redundant counterpart.
PvP Effect: +20 to Hide/Move Silently/Spot/Listen.
Last edited by Suigetsu on Sat Jun 18, 2011 4:23 pm; edited 31 times in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115
Subject: Puppets Mon Nov 22, 2010 1:58 am
§ Puppet Sheet §
.:: PUPPET-NINJA ::.
The Puppet Master Jutsu (傀儡の術; Literally meaning "Puppet Technique") is a unique ninjutsu fighting style; this jutsu uses threads of chakra to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to control entire puppets perfectly using just one thread. While most puppeteers would normally be able to control ten puppets at most (one per finger), Sasori's self-modification allowed him to control up to one hundred puppets at a time.
'Ryouta's Personal Seal' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Original Creations - Aoki, Ryouta
STEAMPUNK PERFORMANCE
:: Tatazumai :: (Shaper) (Type: Basic) After his original puppet was almost lost due to extreme wear and strain on its old weathered frame, Ryouta took the time to rebuild him installing various steam powered joints and installing a water tank inside his new creation, renaming it in honour of its new metal plating and steam powered mechanisms.
Spoiler:
:: Ijikuri :: (Tinker) (Type: Jack-of-all-Trades) Ryouta's first original puppet, Ijikuri, in which he developed the special steam powered mechanisms that would be housed inside each of puppets. Its steel plating and majority of water based attacks was the starting point for Ryouta's creations and the skeleton created from copper pipes and the custom water tank inside would become a staying factor in all of Ryouta's collection. In addition Ijikuri would be the first in Ryo's weapon wielding puppets to adopt a Quick Draw style of combat.
Spoiler:
:: Weapon ::
The puppet carries a basic Katana with it, it is carried in its left hand and is always sheathed. The puppet attacks with a quick draw Kenjutsu style. (Medium Weapon)
:: Passive ::
:: Water Tank ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large water tank which is not only used to power its various steam based mechanics concealed behind its metalic exterior, it also allows it to perform its various water based techniques without the need for a water source.
PvP Effect: The tank contained inside the puppet is a water source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all water usage points are consumed, no water based ability can be activated without a nearby watersource. Each tank has a starting water usage point total of 20.
:: Action Abilities ::
[Mechanical Water Prison]
Rank: C Water Usage Points: 3 + 1 per round maintained Description: Utilizes water to imprison an opponent. The puppet forms a one-handed seal before spreading its fingers, facing its right palm toward its target revealing a tube in the middle of its palm, spraying a jet of water toward its target forming a spherical prison which only allows for limited movement. The puppet must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. Being inside the prison would feel like drowning. PvP Effect: Stunned for 1d4 rounds, 2 Damage per round, each round adding an additional 2 damage until broken, this damage ignores DR. (1st Round = 2 Damage, 2nd Round = 4 Damage, 3rd Round = 6 Damage, etc.) Wisdom check vs original DC to escape each round. The prison breaks when the person holding the prison, or the person within the prison, get hit. The prison also breaks if all Water Usage Points are consumed.
[Mechanical Water Vortex]
Rank: C Water Usage Points: 4 Description: The puppet begins to spin at an alarming speed, using various points all over its body to fire jets of water from it, creating a vortex of water than can be used for attack or defence. PvP Effect: 1d8+2d4 Damage, but if used to block Taijutsu or Close Combat Kenjutsu it deals 1d8 to the target.
[Mechanical Water Jet]
Rank: D Water Usage Points: 2 Description: The puppet widens its hand facing its right palm towards its target, it then shoots a presurized steam of water toward its target, with enough force to peirce a tree. PvP Effect: 1d10 Damage.
[Mechanical Steam Release]
Rank: D Water Usage Points: 2 Description: The puppet begins to pump steam from its back, creating a wide-spread steam effect clouding vision. PvP Effect: AoE, -1 to all rolls except that of the puppet or the puppet master for 1d4 rounds. Allows puppet or puppet master to hide, even if he has hidden once before.
[Mechanical Viper Strike]
Rank: D Water Usage Point: 3 Description: The puppet presses its left palm to a socket on the sheath of its Katana, pumping the inside of the sheath with a poison. The puppet then performs a quick draw esque slash, drawing its blade from its sheath, performing a quick slash toward its target and sliding the blade into the sheath. PvP Effect: On hit deals 2 CP Poison Damage per round for 1d4+1 rounds, applied to basic weapon attack.
:: Tsukurite :: (Maker) (Type: Defence) For his second steam powered creation, Tsukurite, would be the first puppet build in his collection for defence. The cloth that had been draped over its frame to hide the armored plating would lead opponents to hopefully underestimate the defencive capabilities of Ryo's puppet. Tsukurite would be the second puppet to adopt Ryo's puppet adaption of the Quick Draw style and would generally adopt a defencive Quick Draw stance.
Spoiler:
:: Weapon ::
This puppet weilds a substantually larger Katana then Ijikuri, it is known to some as the bastardized Nodachi and it contains a pressure gauge in the blade, the purpose of which is yet unknown. The puppet defends with a Quick Draw Kenjutsu style. Additionally, the puppet carries two sheathed blades at its sides which seem to be for asthetic purposes only. (Medium Weapon)
:: Passive ::
:: Water Tank ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large water tank which is not only used to power its various steam based mechanics concealed behind its metalic exterior, it also allows it to perform its various water based techniques without the need for a water source.
PvP Effect: The tank contained inside the puppet is a water source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all water usage points are consumed, no water based ability can be activated without a nearby watersource. Each tank has a starting water usage point total of 20.
:: Action Abilities ::
[Steam-Powered Hydraulics]
Rank: C Water Usage Points: 3 Due to the increased weight of Tsukurite, Ryo had fitted his puppet with powerful Steam-Powered Hydraulics to make his speed comparable to his other puppets. After a lot of tweaking, Ryo managed to actually increase the movement capabilities, making Tsukurite not only his defensive puppet in regards of taking blows, but also allowed it to move quickly enough to intercept incoming attacks that would otherwise strike himself or another puppet. PvP Effect: +2 Defence Rolls, If it fails reduce any Physical ATK DMG (Tai / Nin / Ken) except Lightning Based by 1d6.
[Mechanical Water Vortex]
Rank: C Water Usage Points: 4 Description: The puppet begins to spin at an alarming speed, using various points all over its body to fire jets of water from it, creating a vortex of water than can be used for attack or defence. PvP Effect: 1d8+2d4 Damage, but if used to block Taijutsu or Close Combat Kenjutsu it deals 1d8 to the target.
[Mechanical Water Prison]
Rank: C Water Usage Points: 3 + 1 per round maintained Description: Utilizes water to imprison an opponent. The puppet forms a one-handed seal before spreading its fingers, facing its right palm toward its target revealing a tube in the middle of its palm, spraying a jet of water toward its target forming a spherical prison which only allows for limited movement. The puppet must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. Being inside the prison would feel like drowning. PvP Effect: Stunned for 1d4 rounds, 2 Damage per round, each round adding an additional 2 damage until broken, this damage ignores DR. (1st Round = 2 Damage, 2nd Round = 4 Damage, 3rd Round = 6 Damage, etc.) Wisdom check vs original DC to escape each round. The prison breaks when the person holding the prison, or the person within the prison, get hit. The prison also breaks if all Water Usage Points are consumed.
[Mechanical Viper Riposte] Rank: D Water Usage Points: 3 Description: The puppet would use its Quick-Draw style attacks to perform a powerful riposte, the blade dripping with the poison as it flickers at an alarming speed toward its opponent. PvP Effect: PvP Effect: On hit deals 2 CP Poison Damage per round for 1d4+1 rounds, applied to basic weapon attack. On block, deals 2 CP poison damage for 1d4-2 rounds. (Can be no less then 1 round.)
:: Kenchikuka :: & :: Shokunin :: (Architect & Artisan) (Type: Combination) For his fourth and fifth creations, Ryouta worked for hours to create two puppets that would work seamlessly together creating a 'Dragon Tamer' and a 'Dragon'. This time Ryouta focused on creating a lot of false appearances on both of the puppets, giving some incorrect information at first glance, just one of those examples being that the Kenchikuka, the Tamer would carry two blades that were merely for show. The two would only ever be summoned together to be used specifically for their combination attacks.
Spoiler:
:: Kenchikuka ::
:: Weapon ::
Kenchikuka carries a large spear type weapon which is wielded much like the Japanese Naginata, also seems to serve as a lighting rod. (Large Weapon)
:: Passive ::
:: Charged Core ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large metal core which is coupled with a smaller water tank than usual, the water tank granting power to the same steam-powered mechanics that are housed in all his puppets, but the core grants this puppet the power to perform Lightning attacks though its hyper conductive plating.
PvP Effect: The core contained inside the puppet is a electrical source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all charge points are consumed, no lightning based ability can be activated without recharging the core. Each core has a starting charge point total of 20.
:: Bionic Eye ::
Ryouta's eye and Kenchikuka's eye would be connected by a seal placed on the back of the bionics inside the puppet and a seal placed just below Ryouta's left eye which would be permanently henged. By closing his right eye and placing two fingers over his left Ryouta can activate the connection granting him enhanced sight through his puppet's eyes.
PvP Effect: + 20 to Spot Checks.
:: Concealed Mechanisms ::
Behind the many plates of Kenchikuka's armour are various mechanisms which hold various traps that his Sensei has informed Ryouta as a Genin were as important in his fighting style as any of his puppets techniques. Due to these various mechanisms hidden behind an unknown number of plates, it makes Ryouta's traps more difficult to predict.
PvP Effect: +20 to Set Trap Checks.
:: Action Abilities ::
[Mechanical Rift Bolt]
Rank: C Charge Points: 4 Description: The puppet would use its power core to channel electrical energy into its weapon, releasing the power in a bolt that would jump between close targets, building power each jump. PvP Effect: AoE up to 3 targets, 2d6 Lightning damage + 2 Lightning damage for every person hit after the first.
[Mechanical Eel Shock]
Rank: C Charge Points: 4 Description: The puppet would use its Naginata style attacks to perform a powerful riposte, the blade crackling with electrical energies as it flickers at an alarming speed toward its opponent to attack the targets chakra system. PvP Effect: On hit deals 2d6 CP damage, on block deals 1d6 CP damage. (CP DMG bypasses DR)
:: Shokunin ::
:: Weapon ::
This huge Dragon has no weapons as such, but its barbed body can cause damage similar to that of a large weapon. (Large Weapon)
:: Passive ::
:: Water Tank ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large water tank which is not only used to power its various steam based mechanics concealed behind its metallic exterior, it also allows it to perform its various water based techniques without the need for a water source.
PvP Effect: The tank contained inside the puppet is a water source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all water usage points are consumed, no water based ability can be activated without a nearby water-source Each tank has a starting water usage point total of 20.
:: Action Abilities ::
[Mechanical Water Prison]
Rank: C Water Usage Points: 3 + 1 per round maintained Description: Utilizes water to imprison an opponent. The puppet opens its huge mouth toward its target revealing a tube where its throat should be, spraying a jet of water toward its target forming a spherical prison which only allows for limited movement. The puppet must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. Being inside the prison would feel like drowning. PvP Effect: Stunned for 1d4 rounds, 2 Damage per round, each round adding an additional 2 damage until broken, this damage ignores DR. (1st Round = 2 Damage, 2nd Round = 4 Damage, 3rd Round = 6 Damage, etc.) Wisdom check vs original DC to escape each round. The prison breaks when the person holding the prison, or the person within the prison, get hit. The prison also breaks if all Water Usage Points are consumed.
[Mechanical Viper Fang] Rank: C Water Usage Points: 4 Description: The puppet would use its massive mouth biting down attempting to inject its victim with a poison more potent then he has created before. PvP Effect: PvP Effect: On hit deals 3 CP Poison Damage per round for 1d4+1 rounds, applied to basic weapon attack. On block, deals 3 CP poison damage for 1d4-2 rounds. (Can be no less then 1 round.)
[Steam-Powered Hydraulics]
Rank: C Water Usage Points: 3 Due to the increased weight of Shokunin, Ryo had fitted his puppet with powerful Steam-Powered Hydraulics to make his speed comparable to his other puppets. After a lot of tweaking, Ryo managed to actually increase the movement capabilities, making Shokunin to also move quickly enough to intercept incoming attacks that would otherwise strike himself or another puppet, much like Tsukurite before it. PvP Effect: +2 Defence Rolls, If it fails reduce any Physical ATK DMG (Tai / Nin / Ken) except Lightning Based by 1d6.
:: Collaboration Action Abilities :: [Dance of the Marionette: Electrical Execution]
Rank: B Water Usage Points: 4 Charge Points: 4 Description: Shokunin would act much as if he would be attempting to ensnare his target in the Mechanical Water Prison, spraying a breath of water from the puppets throat, ensnaring him in a water prison. Kenchikuka will then charge his spear with Electrical energy stored in its core before driving the spear into the target trapped in the spherical prison of water. PvP Effect: Consumes both Shokunin and Kenchikuka's attacks. Target must avoid/block/counter Shokunin's attempt to ensnare the target, If caught the target then takes 5d6 damage and makes a Con check of DC 18 to avoid being stunned for one round.
[Dance of the Marionette: Dragonic Rainstorm]
Rank: B Water Usage Points: 4 Charge Points: 4 Description: Kenchikuka would insert the back end of his spear into Shokunin's body and allow an electrical charge to flow into its water tank. Shokunin would then open his mouth and begin to spray jets of water into the sky creating electrically charged rainfall on specific locations. PvP Effect: Consumes both Shokunin and Kenchikuka's attacks. Causes 3d6 damage to up to four targets.
:: Renkinjutsushi :: (Alchemist) (Type: Poison) Ryouta's sixth creation was made to utilize the many poisons he'd created over his time as a Shinobi, creating various steam based needlers which would fire Senbon slicked with different poisons to corrupt the mind mentally, the first puppet in his collection to only focus on mental damage alone rather than physical.
Spoiler:
:: Passive Abilities ::
:: Water Tank ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large water tank which is not only used to power its various steam based mechanics concealed behind its metalic exterior, it also allows it to perform its various water based techniques without the need for a water source.
PvP Effect: The tank contained inside the puppet is a water source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all water usage points are consumed, no water based ability can be activated without a nearby watersource. Each tank has a starting water usage point total of 20.
:: Action Abilities ::
[Mechanical Liquid Injection - Mental Collapse]
Rank: B Water Usage Points: 4 Description: Renkinjutsushi shoots a poisonous Senbon toward the target, injecting one of its many poisons which would quickly merge with its targets bloodstream. The most deadly poison which would lull the targets mind into a calmed state preventing it from performing any action for a short while, if the target isn't freed from its calm state the poison enters its second stage inside the bloodstream, needing a calm enviroment to catalyze. PvP Effect: One round stun, if target is still entraped by the effects of the poison, the target takes 3d6cp damage, bypasses DR.
[Mechanical Liquid Injection - Desertion of Thought]
Rank: B Water Usage Points: 4 + 1 per Target over one. Description: Renkinjutsushi shoots many poisonous Senbon toward its targets, injecting one of its many poisons which would quickly merge with each targets bloodstream. The poison causes the targets minds to numb, falling into a comatose state for a short period of time. PvP Effect: AoE Effect, can target up to 3 people, causes all targets affected to be stunned for 1d6 rounds, 2cp damage per round stunned, bypasses DR.
[Mechanical Liquid Injection - Corruption of Thought]
Rank: C Water Usage Points: 3 Description: Renkinjutsushi shoots a poisonous Senbon toward the target, injecting one of its many poisons which would quickly merge with its targets bloodstream. The poison causes the target to doubt in its own abilities during combat, causing the target to perform below its usual level. PvP Effect: -1 to all attack rolls and 2cp damage per round for 1d4+1 rounds, bypasses DR.
Rank: C Water Usage Points: 3 Description: Renkinjutsushi shoots a poisonous Senbon toward the target, injecting one of its many poisons which would quickly merge with its targets bloodstream. The poison causes the target to suffer from inner conflict, causing the target to become unable to act for a short period of time. PvP Effect: The poison stuns for 1d4 rounds and drains 2cp per round, bypasses DR.
[Mechanical Liquid Injection - Tainting of Thought]
Rank: D Water Usage Points: 2 Description: Renkinjutsushi shoots a poisonous Senbon toward the target, injecting one of its many poisons which would quickly merge with its targets bloodstream. The poison would cause the target to think that its enemy is no longer an enemy and the target's subcontious refuses to allow itself to attack anything for a short period of time. PvP Effect: Poison causes the target unable to attack for 1d4 rounds, though may defend as normal and causes 2cp damage, bypasses DR.
[Mechanical Liquid Injection - Mental Fatigue]
Rank: D Water Usage Point: 2 Description: Renkinjutsushi shoots a poisonous Senbon toward the target, injecting one of its many poisons which would quickly merge with its targets bloodstream. The poison would cause the target to think it was under great stress during a battle, rendering the target helpless. PvP Effect: Poison causes a stun for 1d4-1 (Can not be lower than one) and 2cp damage, bypasses DR.
:: Konsutorakuta :: (Constructor) (Type: Defence) Ryouta's seventh Puppet was created after his accident. Putting him in touch with how frail his body actually was, Ryouta decided to create a Puppet that he could climb into, after getting inspiration from the Serpent in Akykyo's collection. Konsutorakuta was created to be a defensive Puppet, pure and simple.
Spoiler:
:: Weapon ::
The Puppet carries a huge halberd type weapon which is swung with sickening speeds due to its steam powered assisted Joints. (Large Weapon)
:: Passive ::
:: Water Tank ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large water tank which is not only used to power its various steam based mechanics concealed behind its metallic exterior, it also allows it to perform its various water based techniques without the need for a water source.
PvP Effect: The tank contained inside the puppet is a water source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all water usage points are consumed, no water based ability can be activated without a nearby watersourse. Each tank has a starting water usage point total of 20.
:: Hollow Shell ::
Inside this Puppet is a chamber, a chamber which allows Ryouta to control it from the inside by locking his prosthetic into a control system inside the inner chamber, to protect his frail body from damage.
PvP Effect: The user may climb inside the puppet, this takes the users turn but makes the user unable to be targeted by attack due to being hidden by the puppets shell. If the puppet breaks the user inside the puppet takes 1d8 damage.
:: Chakra Infused Plating ::
As Ryouta created this Puppet with the intention to be inside it during battle, he has added various plating to the Puppet, to give it an extended resistance to incoming attacks. The plating had also been designed to be used to deflect incoming attacks also, allowing the Puppet to block as well as resist.
PvP Effect: +2 DR, +2 Defensive Rolls.
:: Action Abilities ::
[Mechanical Water Prison]
Rank: C Water Usage Points: 3 + 1 per round maintained Description: Utilizes water to imprison an opponent. The puppet forms a one-handed seal before spreading its fingers, facing its right palm toward its target revealing a tube in the middle of its palm, spraying a jet of water toward its target forming a spherical prison which only allows for limited movement. The puppet must keep their body touching the water prison to maintain its existence. If the contact is broken, the water falls away and their target is released. Being inside the prison would feel like drowning. PvP Effect: Stunned for 1d4 rounds, 2 Damage per round, each round adding an additional 2 damage until broken, this damage ignores DR. (1st Round = 2 Damage, 2nd Round = 4 Damage, 3rd Round = 6 Damage, etc.) Wisdom check vs original DC to escape each round. The prison breaks when the person holding the prison, or the person within the prison, get hit. The prison also breaks if all Water Usage Points are consumed.
[Steam-Powered Hydraulics]
Rank: C Water Usage Points: 3 Due to the increased weight of Konsutorakuta, Ryo had fitted his puppet with powerful Steam-Powered Hydraulics to make his speed comparable to his other puppets. After a lot of tweaking, Ryo managed to actually increase the movement capabilities, making Tsukurite not only his defensive puppet in regards of taking blows, but also allowed it to move quickly enough to intercept incoming attacks that would otherwise strike himself or another puppet. PvP Effect: +2 Defence Rolls, If it fails reduce any Physical ATK DMG (Tai / Nin / Ken) except Lightning Based by 1d6.
:: Sekkeisha :: (Designer) (Type: Utility) Ryouta's eighth puppet was created purely to aid in utility, with no additions to attack or defence like most of the other puppets in his collection, this one would aid in his universal skills as a puppeteer giving him a greater proficient with his skills that were beyond simple attack and defence.
Spoiler:
:: Passive ::
:: Bionic Eye ::
Ryouta's eye and 's eye would be connected by a seal placed on the back of the bionics inside the puppet and a seal placed just below Ryouta's left eye which would be permanently henged. By closing his right eye and placing two fingers over his left Ryouta can activate the connection granting him enhanced sight through his puppet's eyes.
PvP Effect: + 20 to Spot Checks.
:: Concealed Mechanisms ::
Behind the many plates of 's armour are various mechanisms which hold various traps that his Sensei has informed Ryouta as a Genin were as important in his fighting style as any of his puppets techniques. Due to these various mechanisms hidden behind an unknown number of plates, it makes Ryouta's traps more difficult to predict.
PvP Effect: +20 to Set Trap Checks.
:: Cloaking Device ::
The puppet has a small device that is used that emits a high pitched thrumming sound which is difficult to focus on. It causes the nerves in both the back of the eyes and the ears to be distorted somewhat, which grants those who have the ability to move with the intricate noise a greater ability in stealth.
PvP Effect: +20 to Hide and Move Silently.
:: Additional Chakra Reserves ::
Due to the amount of Chakra used to ensure that the devices on this puppet are constantly working, the puppet has additional Chakra reserves that can be harnessed during combat, to allow Ryouta to perform techniques with less of a strain on his own Chakra by siphoning some from the puppet to aid him.
PvP Effect: -2 CP costs to User's Jutsu.
:: Kiritsugi :: (Grafter) (Type: Attack) Ryouta's ninth and tenth puppets were created together. The ninth puppet would wield a great sword and focus on water based poison attacks, performing strikes with the weapon that could easily mimic a true master of the weapon, though both the designs would seem somewhat unfinished.
Spoiler:
:: Weapon ::
The weapon wielded by this puppet would be a Great Sword, Ryouta's steam mechanisms allowing the weapon to be wielded proficiently, performing the various dances that the puppet would be able to execute with a set of flawless movements.
:: Passive Abilities ::
:: Water Tank ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large water tank which is not only used to power its various steam based mechanics concealed behind its metalic exterior, it also allows it to perform its various water based techniques without the need for a water source.
PvP Effect: The tank contained inside the puppet is a water source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all water usage points are consumed, no water based ability can be activated without a nearby watersource. Each tank has a starting water usage point total of 20.
:: Weapon Mastery ::
Due to the fluency that the puppet is able to perform dances with this weapon, it has granted the puppet with the ability to wound deeper than any puppet before it due to a precision that is only matched by a Master of said weapon.
PvP Effect: +1d6 Damage, +2 Atk Rolls.
:: Action Abilities ::
[Mechanical Viper Fang]
Rank: C Water Usage Points: 4 Description: The puppet would use its massive mouth biting down attempting to inject its victim with a poison more potent then he has created before. PvP Effect: On hit deals 3 CP Poison Damage per round for 1d4+1 rounds, applied to basic weapon attack. On block, deals 3 CP poison damage for 1d4-2 rounds. (Can be no less then 1 round.)
[Mechanical Viper Riposte]
Rank: D Water Usage Points: 3 Description: The puppet would use its Quick-Draw style attacks to perform a powerful riposte, the blade dripping with the poison as it flickers at an alarming speed toward its opponent. PvP Effect: PvP Effect: On hit deals 2 CP Poison Damage per round for 1d4+1 rounds, applied to basic weapon attack. On block, deals 2 CP poison damage for 1d4-2 rounds. (Can be no less then 1 round.)
:: Netsuzou :: (Forger) (Type: Attack) Ryouta's ninth and tenth puppets were created together. The tenth puppet would wield a scythe and focus on electrical attacks, performing strikes with the weapon that could easily mimic a true master of the weapon, though both the designs would seem somewhat unfinished.
Spoiler:
:: Weapon ::
The weapon wielded by this puppet would be a Scythe, Ryouta's steam mechanisms allowing the weapon to be wielded proficiently, performing the various dances that the puppet would be used for with a set of flawless movements matched only by true mastery of the weapon.
:: Passive Abilities ::
:: Charged Core ::
Beneath the cloth, steel plating, and various clockwork mechanisms is home to a large metal core which is coupled with a smaller water tank than usual, the water tank granting power to the same steam-powered mechanics that are housed in all his puppets, but the core grants this puppet the power to perform Lightning attacks though its hyper conductive plating.
PvP Effect: The core contained inside the puppet is a electrical source which can be used for its personal techniques. Each puppet technique requires a certain number of water usage points to activate, if all charge points are consumed, no lightning based ability can be activated without recharging the core. Each core has a starting charge point total of 20.
:: Weapon Mastery ::
Due to the fluency that the puppet is able to perform dances with this weapon, it has granted the puppet with the ability to wound deeper than any puppet before it due to a precision that is only matched by a Master of said weapon.
PvP Effect: +1d6 Damage, +2 Atk Rolls.
:: Action Abilities ::
[Mechanical Eel Shock]
Rank: C Charge Points: 4 Description: The puppet would use its Scythe style attacks to perform a powerful riposte, the blade crackling with electrical energies as it flickers at an alarming speed toward its opponent to attack the targets chakra system. PvP Effect: On hit deals 2d6 CP damage, on block deals 1d6 CP damage. (CP DMG bypasses DR)
[Mechanical Volt Paralysis]
Rank: D Charge Points: 3 Description: The puppet would arc its Scythe sending a blue electrical volt toward its target, intending to stun it. PvP Effect: The target is stunned for 1 round by the electric volt. If hit, the stun ends.
Last edited by Suigetsu on Sat Oct 01, 2011 2:45 pm; edited 4 times in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115
Subject: Puppets Cont. Fri Jul 01, 2011 7:17 pm
Inheritance - Inka, Mithrajin M. Ovanjiru
ZODIAC STYLE ~ INFERNAL SET
LOGHRIF, THE TRANSCENDANT An Offensive Puppet, Black Dragon in form (6 ft high 10 ft long) with burning blue eyes, plated charred wood, and a cable like tail. It possesses the Zodiac signet of Aries on the forehead colored a lush red, distinguishing it as a part of a set that share the same signet representing the element Fire.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (1 "Zodiac" Pt can be swapped between Zodiac Puppets as a free action once per round.)
[D-RANK: FLAME TONGUE] (x1)Loghrif activates a turbine along its shoulder that would begin to rapidly spark an intense heat along its frame via conduction and severely burning anything it strikes. PvP: Basic / Weapon DMG + 1d4 Fire DMG.
[D-RANK: DEATH'S EMBRACE] (x 1)Loghrif subtly guides its tail to bind a target, with chakra receptors along the length of the cable siphoning energy for the Puppeteer. PvP: Stun target for 1d4-1 (Min. 1) Rounds or until hit. Drain 1d4 HP (bypassing DR) healing User. Can be Set as Trap.
[C-RANK: BLAZE CANNON] (x 1)Loghrif exposes a nozzle from its mouth that would spew a viscous oily substance that is shortly after ignited like a flame thrower while exuding poisonous fumes. PvP: Duration 1d4 Rounds, deal 1d4 Fire DMG + 2 CP Poison DMG per Round.
[C-RANK: DEVIL'S PLAYGROUND] (x 1 -OR- Explosive Tag)Loghrif stealthly maneuvers itself around the field and ejects a land mine into the earth which would detonate to the slightest sign of motion, creating an explosive shockwave. PvP: Add to Explosive Tag Effect: - 2 to Rolls for 2 Rounds. Can be Set as Trap.
[B-RANK: FLAME SPRITE] (x 1)Loghrif slides 2 panels along its shoulder blades revealing heat-detecting missles that are capable of tracking down a target with great accuracy. PvP: + 2 Vs Dodge, ATK 2 times dealing 2d6+2 Fire DMG per hit. Can be used to force hidden targets out of hiding. (Even those hidden via Jutsu)
[B-RANK: HELLFIRE HARBINGER] (x 1)Loghrif's Zodiac Signet would glow and dim, releasing a purple flame sparked in all present Zodiac Signets and an intense aura of heat that grills opponents. PvP: Apply + 1d6 Fire DMG to all Zodiac Puppets Basic / Weapon ATKs, Duration 1d4+1 Rounds.
[COMBO: CERBERUS TRI-BLAZE] (x 1)The Zodiac Signet of Ares glows red, guiding all available puppets to form a perimeter and simultaneously dispense waves of fire capable of melting stone. PvP: (Uses all Zodiac Puppet's Turns) 1 target per Zodiac Puppet, 1d4+2 Fire DMG per round for 1d4+2 Rounds. Bypasses 5 DR and lower it by 5 for Duration.
FANDANIEL, THE PROTECTOR A Defensive Puppet, Black Ape in form (8 ft high) with burning blue eyes, plated charred wood, and a sturdy frame releasing searing heat from the metal pipes. It possesses the Zodiac signet of Leo on its forehead colored lush red, distinguishing it as a part of a set that share the same color signet representing the element Fire.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (1 "Zodiac" Pt can be swapped between Zodiac Puppets as a free action once per round.)
[D-RANK: INFERNAL BLITZ] (x 1) Fandaniel curls into a ball, opening panels along its surface with a propulsion device beneathe these panels - volleying this puppet like a meteorite at a target. PvP: Block + 1, If Successful deal 1d4 Fire DMG, if it fails gain 1d4 DR.
[D-RANK: NIGHTMARE KISS] (x 1)Fandaniel exposes a nozzle from its mouth that would release a white toxic cloud around a target that when inhaled would cause them to suffer double vision. PvP: For 1d4-1 (Min. 1) Rounds, Target rolls 1d4: 1-2 ATK Misses, 3-4 ATK Normally.
[C-RANK: SEARING FEVER] (x 1 -OR- Smoke Bomb)Fandaniel fires small red pellet grenades from his fore-arm that would disperse in a series of explosions creating a noxious red poisonous cloud, crippling the immune system. PvP: Add to Smoke Bomb Effect: + 1d6 DMG each time target(s) take DMG.
[C-RANK: GRIM REAPER] (x 1)Fandaniel harnesses micro-waves in the air to stimulate a furious vibration pent up in its core, that is capable of igniting the air in invisible flames around this puppet. PvP: Basic / Weapon DMG + 1d4 Fire DMG per round for 2 Rounds.
[B-RANK: DARK KNIGHT] (x 1)Fandaniel fans panels along its surface open, revealing a hollow interior for someone to fit in. It has chakra pad receptors that enable movement based on chakra control. PvP: Duration 1d4+1 Rounds, WIS Substitutes STR (Includes Stat Bonuses) + 1d4 DMG to / Vs Tai / Ken ATKs.
[B-RANK: BERSERKER FRENZY] (x 1)Fandaniel's frame along the head is a thin casket, with a threaded chakra amplification device that enables threads of chakra to rebuild busted puppets back whole. PvP: All Zodiac Puppets have 1d4+1 HP per round, for 1d4+1 Rounds.
[COMBO: DUKE OF HELL'S RAPTURE] (x 1)The Zodiac Signet of Leo glows red, causing each Zodiac Puppet present in unison to spew 1 : 2 gases. Black) an explosive agent combusting in air. White) a nerve agent crippling the body. PvP: (Uses all Zodiac Puppet's Turns) 1 Target per Zodiac Puppet, two options: Black) Basic / Weapon DMG + 5d4 Fire DMG White) Stun 1d4+2 Rounds or until hit / resist (CON / WIS) 1d6 CP Poison DMG per round.
IGEHYORM, THE MARTYR A Tactical Puppet, Black Rat in form (3 ft high, 6 ft long) with burning blue eyes, plated charred wood, and precise camera lenses for eyes with large acoustic sensors for ears. It possesses the Zodiac signet of Sagittarius on its forehead colored lush red distinguishing it as a part of a set that share the same color signet representing the element Fire.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (1 "Zodiac" Pt can be swapped between Zodiac Puppets as a free action once per round.)
[D-RANK: DARK WATERS] (x 1) Igehyorm exposes a nozzle from its mouth and releases a stream of viscous oil that when ignited would cause harsh fumes to debilitate a target's senses. PvP: - 2 ATK / DEF for 1d4-1 (Min. 1) Rounds. For duration when hit by Fire DMG, + 2 CP Poisonous DMG
[D-RANK: TAINTED RADIANCE] (x 1)Igehyorm fires its fists at targets that on impact release a flash bomb to dull ones senses, after the attack the fists would retract via chains that lock them back into place. PvP: Basic / Weapon DMG + (- 10) Skill Rolls for 1d4-1 (Min. 1) Rounds.
[C-RANK: SHADOW WEAVE] (x 1 -OR- Ninja Wire)Igehyorm slithers its tail to bind a target, with a bulbous tip that would siphon chakra and use it to replenish the puppet master via chakra strings. PvP: Add to Ninja Wire Effect: 1d4 CP Drain per round (Bypassing DR, Healing User's CP), Duration 1d4 Rounds. Can be Set as Trap.
[C-RANK: SHOOTING STARS] (x 1)Igehyorm slips a panel along its right shoulder, revealing a rifle with a slit in the opening that fires a volley of ninja stars that are ignited in embers. PvP: (Use 1 Kunai [OR] Shuriken) + 3d4 Fire DMG to 1 Target [OR] + 1d4 Fire DMG to 3 Targets.
[B-RANK: JET STREAM] (x 1)Igehyorm would activate a seal that causes panels along the other zodiac puppets to flare out and propel them with greater ease like jet planes. PvP: All Zodiac Puppets, Add 1d4+1 ATK / DEF for 1d4+1 Rounds.
[B-RANK: GENETIC SPLICING] (x 1)Igehyorm divides itself in two, creating 2 puppets out of itself: a Lower portion and a Upper portion shaped as mice. PvP: 1/2 Puppet current / max HP until effect ends, it can ATK 2 times per round. Duration 1d4+1 Rounds
[COMBO: ENDING IS NEIGH] (x 1)The Zodiac Signet of Sagittarius glows red, Igehyorm guides fellow puppets to rise to the sky with a Kanji writing of "Seal" on their palms. They then dart down with a trail of prismatic embers before slamming the chakra seal on the target's core. PvP: (Uses all Zodiac Puppet's Turns) 1 Target per Zodiac Puppet, Basic / Weapon DMG + 2d6 Fire DMG + 2 Round Chakra Seal (CON / WIS, resist)
ZODIAC STYLE ~ TERRESTRIAL SET
DEUDALAPHON, THE BENEVOLENT An Offensive Puppet, Beige Ox in form (6 ft high, 6 ft long) with burning blue eyes, elegant bamboo casing, and particle charged horns. It possesses the Zodiac signet of Capricorn on its forehead colored Brilliant Green, distinguishing it as a part of a set that share the same color signet representing the elements Earth.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "Uses per Battle" are up. (1 "Zodiac" Pt can be swapped between Zodiac Puppets as a free action once per round.)
[D-RANK: ION SHOT] (x 1)Deudalaphon charges an intense laster beam via a scope lense at its eyes, burning a target causing no physical harm but internal injury at their chakra. PvP: + 1 Vs Block, 2d4 CP Poison DMG
[D-RANK: MAGNETIC SHIELD] (x 1)Duedalaphon uses a magno-electric gyro conductor that would amplify the density of a Zodiac Puppet 10 fold, making them harder than steel. PvP: Used before a DEF Roll, + 1d4 DR to 1 Zodiac Puppet (Deal DMG equal to Total DR Vs Tai / Ken
[C-RANK: GARDEN OF THORNS] (x 1 -OR- Caltrops)Deudalaphon uses a magno-electric gyro conductor to manipulate tiny metal shards and disperse it in the form of a statically charged black cloud that digs into flesh. PvP: Add to Caltrop Effect: - 1 ATK / DEF, + 1d4 DMG per round (Bypassing DR). Can be Set as Trap.
[C-RANK: OMEGA RED] (x 1)Deudalaphone extends 2 cables from its forearms that would lash out at its target(s) with life energy receptors in the form of small beads leeching energy to the Puppet Master. PvP: Stun up to 2 Targets for 1d4 Rounds or until hit / resist (STR / WIS). Drain 2 HP per round (Bypassing DR, Healing User's HP).
[B-RANK: SHELL SHOCK] (x 1)Deudalaphon uses the magno-electric gyro ball to conduct a massive surge of compressed energy between its horns that when released creates a boom capable of ripping earth. PvP: + 2 Vs Block, 3d8 Lighting DMG + 2 Round Stun or until hit / resist (CON / WIS)
[B-RANK: WORLD ORDER] (x 1)Deudalaphon opens panels along its chest and fires 3 discs into the air, as they trail the enemy and fire tiny beams of light capable of searing an enemy. PvP: + 2 Vs Dodge, 3 ATKs that deal 2d4 DMG per hit (Bypassing 3 DR)
[COMBO: SPEED OF SLEIPNER] (x 1)The Zodiac Signet of Capricorn glows green, as it creates a summoning circle to surround the entire area with certain nodes placed in the seal. Zodiac Puppets can then teleport to these nodes freely. PvP: (Uses all Zodiac Puppet's Turns) Duration 1d4+2 Rounds, 1 Zodiac Puppet gains + 1 Extra ATK
MITRON, THE CHASTISER A Defensive Puppet, Beige Snake in form (3 ft high, 30 ft long) with burning blue eyes, elegant bamboo casing, and a very sturdy frame making it malleable. It possesses the Zodiac signet of Taurus on its forehead colored Brilliant Green, distinguishing it as a part of a set that share the same color signet representing the elements Earth.
For each successful ATK made, create 1 "Zodiac" Pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "Uses per Battle" are up. (1 "Zodiac" Pt can be swapped between Zodiac Puppets as a free action once per round.)
[D-RANK: SYNCHRONIZATION] (x 1) Mitron regurgitates a small egg, that when crumbled summons a small toy puppet of various shapes / sizes that can be manipulated with relative ease. PvP: Summon 1 "Toy Puppet", Duration 1d4-1 (Min. 1) Rounds. ATK / DEF after Mitron, if successful Stun 1 Round or until hit / resist (STR / WIS) Puppet breaks on hit.
[D-RANK: BELLY OF THE BEAST] (x 1)Mitron exposes 2 compartments under its hull with chakra strings lashing out to draw enemies inside, where they are locked in place and drained of chakra. PvP: Stun up to 2 targets for 2 Rounds or until hit / resist (STR / WIS), Drain 1d4 CP per round (Bypassing DR, healing User's CP)
[C-RANK: CHILLING HAILSTORM] (x 1 -OR- Senbon)Mitron reveals a blow dart from its mouth that would spew a hail-storm of poisonous senbon, that when hit would hinder the immune system with each movement posed. PvP: Add to Senbon Effect: 2 CP Poison DMG per Round / DEF Roll made for 1d4 Rounds.
[B-RANK: JUGGERNAUT ARMOR] (x 1)Mitron would create a magnetic aura via a electro-magnetic current ran via chakra strings, around each Zodiac puppet increasing their density and power overall. PvP: Duration 1d4 Rounds, + 3 DR / DMG to all Zodiac Puppets.
[B-RANK: TITANIUM TANK] (x 1)Mitron wraps itself around allies, with panels exposing 2 compartments to shelter the allies while the puppet would serve as a tank to defend those inside. PvP: Duration 1d4+1 Rounds, (Can Apply up to 2 Targets) User's WIS subs CON (Includes Stat Bonuses). While in effect Targets cannot be targeted but are limited to L-R ATKs.
[B-RANK: THOR'S ROAR] (x 1)Mitron fans out a cobra like hood with speakers underneath that releases a sonic boom, capable of deflecting an ATK and deafening the opponent leaving a painful migraine. PvP: Block + 2, if Successful reflect 3d6 DMG + (- 2) ATK / DEF for 1 Round.
[COMBO: RING OF INVINCIBILITY] (x 1)The Zodiac Signet of Taurus glows green, as it synchronizes with neighboring zodiac seals creating an Ionic barrier that would refresh over time when struck. PvP: (Uses all Zodiac Puppet's Turns) + 10 Temporary DR to all Zodiac Puppets for 1d4+2 Rounds
URIEL, THE HIGH SERAPH A Tactical Puppet, Beige Phoenix in form (5 ft high, 5 ft long) with burning blue eyes, elegant bamboo casing, and a light weight geometric frame for reinforcement. It possesses the Zodiac signet of Virgo on its forehead colored Brilliant Green, distinguishing it as a part of a set that share the same color signet representing the elements Earth.
Spoiler:
.:: INNATE ::. + 20 Set Trap / Craft Weapon (Can wield Weapons, Normal Penalties)
[Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: RISING SUN] (x 1) Uriel fans its peacock tail-feathers, spinning like a top with the tails whipping at an enemy target. Each tail is a very thin and fine razor that is very malleable. PvP: Basic / Weapon DMG + (- 2) ATK / DEF for 1 Round
[D-RANK: SPRING OF REBIRTH] (x 1)Uriel opens a compartment in its chest, revealing a chakra emitter with pink chakra overflowing in the form of threads along the air that stitch broken puppets back whole. PvP: Can perform "Basic Mechanical Knowledge" via this puppet at + 1d4 Heal [OR] Fix 2 Puppets at - 2 Heal.
[C-RANK: BLOOMING FORMATION] (x 1)Uriel opens a compartment on its chest, revealing a chakra emitter that turns user's chakra strings purple and heightening the Kugujutsu performance. PvP: As a free action before Jutsu use, + 2d6 DMG [OR] + 2 Round Duration to Puppet-Nin Jutsu.
[C-RANK: ROSE PETALS] (x 1 -OR- Smoke / Poison Smoke Bomb)Uriel fires an egg-shaped bomb from a rocket launcher on its back, it unwravels into ribbons releasing a pink aromatic poison that puts targets in a state of euphoria. PvP: Add to Smoke / Poison Smoke Bomb Effect: + 2 CP Poison DMG per round, at + 2 Duration.
[B-RANK: MORNING MIST] (x 1)Uriel soars high in the battle-field, with a golden glittering mist trailing after it. This cloud would corrode any carbon made object / organism similar to acid. PvP: Mass AoE (Except User / Allies). - 2 ATK / DEF + 1d4 HP Poison DMG (+ 2 DMG Vs Enemy Puppets) per round, Duration 1d4+1 Rounds.
[B-RANK: NIGHTSHADE] (x 1)Uriel soars high in the battle-field, with a silver glittering mist trailing after it. This cloud leaves targets in a daze and bloodshot eyes similar to effects of cocaine. PvP: Mass AoE (Except User / Allies) - 20 Skill + Chakra Seal or until hit twice / resist (CON / WIS), Duration 1d4+1 Rounds.
[COMBO: THE SIREN'S CALL] (x 1)The Zodiac Signet of Virgo glows green, Zodiac puppets dive at the enemy(s) jabbing them with a ruby tipped senbon at the spine, which directs signals from the puppeteer. PvP: (Uses all Zodiac Puppet's Turns) 1 Target per Zodiac Puppet, Control target(s) for 1d4+1 Rounds or until hit / resist (STR / WIS).
ZODIAC STYLE ~ CELESTIAL SET
EMET-SELCH, THE TRUTH BARER An Offensive Puppet, White Horse in form (6 ft high, 7 ft long) with burning blue eyes, pressure treated white cedar wood plates, and several cables for a tail. It possesses the Zodiac signet of Gemini on its forehead colored Radiant Yellow, distinguishing it as a part of a set that share the same color signet representing the element Wind.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (1 "Zodiac" Pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: CHERRY BOMB] (x 1) Emet-Selch launches 3 discs from its chest that would silently hover around the field and on impact explode into a red cloud of pepper spray. PvP: AoE up to 3 Targets, 1d6 HP Poison DMG + (- 2) ATK / DEF for 1 Round.
[D-RANK: APHRODITE'S LOVE] (x 1)Emet-Selch fires a barrage of suction-cup arrows from a turret wheel gun along its hind-legs with chakra receivers at the tip that siphon chakra to User via chakra stings. PvP: AoE up to 3 Targets, Drain 1d4 CP (Bypassing DR, healing User's CP). Does not Break Stuns
[C-RANK: SHATTERING HEAVENS] (x 1 -OR- Senbon)Emet-Selch launches several thick bolts from a turret wheel along its hind-legs, that disperse into 6" long barbs with potential of hitting pressure points. PvP: Add to Senbon Effect: AoE up to 3 Targets, + 2d4 DMG + Lower Stun range at 15-20
[C-RANK: MASOCHIST WHIP] (x 1)Emet-Selch flings itself in a sharp turn, sending its tail consisting of multiple cables to swipe at multiple opponents and snatch their weapons temporarily. PvP: AoE up to 3 Targets, Steal 1 Weapon [OR] Ninja Tool equipping this puppet. Duration 1d4 Rounds
[B-RANK: NUMBING ICICLES] (x 1)Emet Selch sends a flurry of piercing attacks with its multiple barbed tails that is saturated in green poison, which would cause a numbing chill course from the lesions. PvP: AoE up to 3 Targets, 3d4 DMG + 1d6 CP Poison DMG per round for 2 Rounds.
[B-RANK: ASURA STRIKE] (x 1)Emet-Selch whips and swipes its multiple barbed tails in a consecutive combination and coming at the enemy in all directions, keeping the enemy at bay. PvP: ATK 2 Times, Basic / Weapon DMG + 1d4 [OR] Counter + 2 Vs Tai / Ken, deal Basic / Weapon DMG without taking turn.
[COMBO: [COMBO: ODIN'S MARCH] (x 1)The Zodiac Signet of Gemini glows yellow, Zodiac Puppets spray User / Allies in an anti-acidic film before Emet-Selch generates acid rain by polluting the air. PvP: (Uses all Zodiac Puppet's Turns) Mass AoE (Except User / Allies), 1d4+2 HP Poison DMG per round + Lower DR to 0. Duration 1d4+2 Rounds.
EMMEROLOTH, HOLY QUEEN A Defensive Puppet, White Tiger in form (5 ft high, 7 ft long) with burning blue eyes, pressure treated white cedar wood plates, and an aerodynamic casing. It possesses the Zodiac signet of Aquarius on its forehead colored Radiant Yellow, distinguishing it as a part of a set that share the same color signet representing the element Wind.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: BABY BREATH] (x 1) Emmeroloth uses a rocket propulsion device strapped on its hips to assist in evasion, with its fumes disorienting an opponent. PvP: Dodge + 1, If successful (- 1) ATK / DEF for 1d4-1 (Min. 1) Rounds.
[D-RANK: CLAMMY HANDS] (x 1)Emmeroloth stores an icy clear poison along its forearms that would ooze along its surface and weapons, coating them in a virulent poison. On contact produces scarlet fever. PvP: Basic / Weapon DMG + 2 CP Poison DMG per Jutsu User. Duration 1d4-1 (Min. 1) Rounds.
[C-RANK: CRACKLING JUBILEE] (x 1 -OR- Explosive Tag)Emmeroloth slides open panels along its core revealing speaker-like discs that produce an ultra-sonic wave that causes the skin to burn and ears bleed. PvP: Add to Explosive Tag Effect: AoE up to 3 Targets, - 2 DEF + (- 20) Skill for 1d4 Rounds. Can be set as Trap.
[C-RANK: CUPID'S ARROW] (x 1)Emmeroloth opens its mouth and releases a wind-up bird missle that is slender and flutters with 4 wings, targeting on heat signatures before detonating on impact. PvP: + 2 Vs Dodge, ATK 2 Times, 2d4+2 Fire DMG per hit. Can be used on hidden targets forcing them out of hiding (Includes via Jutsu).
[B-RANK: FLOATING ON AIR] (x 1)Emmeroloth would lay on its stomach and turning itself into a hover board, which the User / Ally can mount and surf the skies via the rocket propulsion device on its hips. PvP: User [OR] Ally, Sub WIS for DEX (Includes Stat Bonuses), while in effect cannot be targeted Vs Tai / Ken / C-R ATKs. Duration 1d4+1 Rounds.
[B-RANK: COME TO ME] (x 1)Emmeroloth unfolds panels along its backside to serve as blades around its neck that would spin rapidly to block oncoming attacks even chop an individual if they are close enough. PvP: Block + 3, If successful Vs Tai / Ken deal 3d8 DMG.
[COMBO: WRATH OF ANGELS] (x 1)The Zodiac Signet of Aquarius glows yellow, Emmeroloth reveals a cybernetic chakra emitter in its chest cavity that lengthen and eases the User's chakra strings. PvP: (Uses all Zodiac Puppet's Turns) Zodiac Puppets gain, + 3 ATK / DEF and perform Basic / Weapon ATKs as AoE up to 3 Targets. Duration 1d4+2 Rounds.
HALMARUT, THE ARBITER A Tactical Puppet, White Wolf in form (4 ft high, 6 ft long) with burning blue eyes, pressure treated white cedar wood plates, and a reflective sheen cloaking this puppet in invisibility. It possesses the Zodiac signet of Libra on its forehead colored Radiant Yellow, distinguishing it as a part of a set that share the same color signet representing the element Wind.
Spoiler:
.:: INNATE ::. + 20 Hide / MS (Can wield Weapons, Normal Penalties)
[Zodiac Signet]
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: BREATH TAKING] (x 1) Halmarut opens its mouth and fires pellet like smoke-bombs that erupt into a dense chalky fog as it deprives the target of oxygen making them suffocate. PvP: AoE up to 3 Targets, - 1 ATK / DEF + 1d4 HP Poison DMG per round for 1d4-1 (Min. 1) Rounds.
[D-RANK: ASTRAL PROJECTION] (x 1)Halmarut would each a thin beam of red / blue / green lasers that rapidly swivel in the air creating a projection or Bunshin of a target. PvP: Create 1 Bunshin of a target (Includes Puppets) for 1d4-1 (Min. 1) Rounds. Max. 2 at a time.
[C-RANK: DREAM CATCHER] (x 1 -OR- Ninja Wire)Halmarut lashes its 3 bladed tails out at enemy targets that would bind and drain chakra subtly via chakra receivers on the tail. PvP: Add to Ninja Wire Effect: AoE up to 3 Targets, 2 Round stun or until hit / resist (STR / WIS) + 1d4 CP Drain (Bypasses DR, Healing User's CP). Can be Set as Trap.
[C-RANK: DOUBLE JEOPARDY] (x 1)Halmarut synchronizes itself with other Zodiac signets coating the puppet in a thin film of scorpion poison, causing severe pain and swelling. PvP: Add 1d4+1 HP Poison DMG to Zodiac Puppet(s) Basic / Weapon ATKs, Duration 1d4 Rounds.
[B-RANK: GATES OF HEAVEN] (x 1)Halmarut exudes reflective dust from its mouth and with a white light of chakra it would refract and linger within this white cloud. PvP: Duration 1d4+1 Rounds, "Hidden Mist" Rules.
[B-RANK: SLEEPING BEAST] (x 1)Halmarut deactivates itself and would serve as a chakra amplifying device, heightening the user's chakra control. PvP: Duration 5 Rounds or until this puppet is hit, Puppet cannot ATK / DEF but can be hidden, User gains - 3 CP Costs (Min. 1)and Lower all Maintenance to 0.
[COMBO: FENRIR, COMING OF THE END] (x 1)The Zodiac Signet of Libra glows yellow, Activates a hidden sealing scroll within this puppet's hull that would replenish their weapons from Suna's Armory. PvP: Replenish all of User's Ninja Tools.
ZODIAC STYLE ~ OCEANIC SET
NABRIALES, THE MAJESTIC An Offensive Puppet, Grey Boar in form (6 ft high, 5 ft long) with burning blue eyes, weather treated wood casing, and pressurized tanks on its backside. It possesses the Zodiac signet of Scorpio on its forehead colored Pacific Blue, distinguishing it as a part of a set that share the same color signet representing the element Water.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: SILVER LANCE] (x 1) Nabriales fires highly pressurized tainted water from a rifle-like nozzle that is capable of slicing through stone. PvP: 2d4 Water DMG + 1d4 CP Poison DMG. Can be used freely via Water Source.
[D-RANK: JUST DESERTS] (x 1)Nabriales produces a soft blue mist from nozzle in the mouth, that would burn away alot of the user's chakra and then into a chakra receptor. PvP: 1d4+2 CP Poison DMG, heal User for DMG amount. Can be used without breaking Stuns.
[C-RANK: LIFE'S BURDENS] (x 1 -OR Smoke Bomb)Nabriales fires a barrage of pellets from BB gun along its right shoulder, creating a light-blue poisonous mist that debilitates chakra use. PvP: Add to Smoke Bomb Effect: Increase CP & Maintenance Cost by 2.
[C-RANK: HELPING HAND] (x 1)Nabriales coordinates its timing with another puppet in a flowing sequence of attacks, making the next coming attack unexpected with a slight sense of surprise. PvP: Used before an ATK, Offer this Puppet's Turn to another [OR] Vice-Versa. + 2 ATK, + 2d6 DMG.
[B-RANK: FALLEN COMRADE] (x 1)Nabriales contains a powerful detonation seal that releases a frequency along the chakra strings to neighboring puppets and destroying them. PvP: Free Action, Destroy 1 Broken Puppet to ATK a target. 5d6 Fire DMG + 2 Round Stun or until hit / resist (CON / WIS). Destroyed Puppet cannot be used again for 3 IRL Days as it gets fixed. Can be set as trap.
[B-RANK: GULLINBORSTI REVENE] (x 1)Nabriales Fires 3 discs from a slit along its chest that glide in the air, and on impact explode in a sulfuric cloud. PvP: ATK 2 times, 2d6 DMG per hit and - 20 Skill Rolls for 1d4 Rounds. (Skill penalty applied once)
[COMBO: DENIED HOPE] (x 1)The Zodiac Signet of Scorpio glows blue, Zodiac Puppets have their Zodiac signets active - releasing a trail of blue / red / yellow / or green light as they bullet to their targets and seals chakra via a fuinjutsu. PvP: (Uses all Zodiac Puppet's Turns) 1 Target per Zodiac Puppet, Basic / Weapon DMG + 2d6 DMG + Seal Chakra for 1d4 Rounds.
PASHTAROT, KNIGHT-STAR A Defensive Puppet, Grey Ram in form (6 ft high, 4 ft long) with burning blue eyes, weather treated wood casing, and a metallic frame coated in anti-corrosive film. It possesses the Zodiac signet of Cancer on its forehead colored Pacific Blue, distinguishing it as a part of a set that share the same color signet representing the element Water.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: BUBBLE BARRIER] (x 1) Pashtarot raises its guard up, as panels along the surface of its chest fan out and erupt a chakra shield that would hinder an attack and drain its energy. PvP: Block + 1, (Requires ATK to cost CP) If successful heal 1d4 CP, If it fails gain 1d4 DR.
[D-RANK: WARRIORS HEART] (x 1)Pashtarot contains mechanical tools within its core, that would levitate via chakra strings and fix disabled or battered puppets back whole. PvP: Fix 1 Puppet for 2d6 HP [OR] Fix 2 Puppets for 1d6 HP.
[C-RANK: CURTAIN FALL] (x 1 -OR- Explosive Tag)Pashtaot fires a drill-like missle from its hind-legs into the ground / water that would make its way under a target and detonate in a corrosive mist. PvP: Add to Explosive Tag Effect: Sub DMG for CP Poison DMG + 1 Round Stun or until hit. Can use Set Trap.
[C-RANK: MANA BARRIER] (x 1) Pashtarot raises a round disc above it that would begin to slowly cascade a visibly blue sphere around a large area capable of softening most attacks. PvP: + 4 DR to User / Allies (Cannot be Bypassed), Duration 1d4 Rounds.
[B-RANK: CEREBRAL POD] (x 1)Pashtarot slides open its front panels with a hollow hull for a target to fit inside, it is built with cybernetic technology designed to amplify the user's brain-waves considerably. PvP: User [OR] Ally, Sub WIS for INT (Includes Stat Bonuses) + 2 CP Drain per round to Stun based Genjutsu. Duration 1d4+1 Rounds.
[B-RANK: REFLECTION SHIELD] (x 1)Pashtarot fans out panels along its chest that would create a more powerful chakra shield that would vibrate on impact and reflect a portion of the force back at the source. PvP: Add to Chakra Shield Effect: If Successful reflect 2d6 DMG Vs Nin (+ 1d6 Vs C-R ATKs)
[COMBO: DANCE AMONG STARS] (x 1)The Zodiac Signet of Cancer glows blue, Pashtarot releases a blinding narcotic fog as other zodiac puppets moves to flash lights inside disorienting targets. PvP: (Uses all Zodiac Puppet's Turns) Mass AoE (Except User) - 3 ATK / DEF and - 30 Skill. Duration 1d4+2 Rounds.
LAHABREA, ABYSSAL CELEBRANT A Tactical Puppet, Grey Rabbit in form (4 ft high, 2 ft long) with burning blue eyes, weather treated wood casing, and an elegantly refined woven chakra fibers inside to amplify healing. It possesses the Zodiac signet of Pisces on its forehead colored Pacific Blue, distinguishing it as a part of a set that share the same color signet representing the element Water.
For each successful ATK made, create 1 "Zodiac" pt. (Max. 5) These Pts can be used to activate Puppet Abilities based on Rank even after the "uses per battle" are up. (These pts can be swapped between Zodiac Puppets as a free action once per round).
[D-RANK: EYES FOR YOU] (x 1) Lahabrea contains a seal on a telescopic lense, capable of granting the User it's field of vision with the lense capable of picking up heat / UV / other forms of the light spectrum. PvP: + 2 ATK / DEF to User for 1d4-1 Rounds (Min. 1) [OR] Sub Concentration for Spot / Listen (Applies Vs Targets hidden via Jutsu)
[D-RANK: REMEDY KISS] (x 1)Lahabrea would plant harmless patches on a target, that would absorb / detox any foreign agent plaguing the victim. Similar to nicotine patches, providing temporary relief. PvP: Target is cured of Poison / Genjutsu / Negative Effects
[C-RANK: NURSE OF DEATH] (x 1 -OR- Kunai / Shuriken)Lahabrea fires hyperdermic needles from its fore-arm that contains a deadly dose of snake venom and would ravage the enemy's immune system. PvP: Add to 1 Kunai / Shuriken Effect: + 2d4 HP / CP Poison DMG + 1 Round Stun or until hit / resist (CON / WIS)
[C-RANK: WAVE OF RENEWAL] (x 1)Lahabrea contains a chakra amplifier in its chest, that reacts to medical ninjutsu chakra and release several soothing green pulses out towards a large populace. PvP: Perform a Medical Ninjutsu via this puppet to heal as AoE (Except User), - 2 Heal Roll per Target over 1. (Min. 1).
[B-RANK: DARK HEALING] (x 1)Lahabrea fires a series of needles from its forearm, containing a black syrum that would reverse any healing effects on the target breaking down the cell-structure. PvP: Duration 1d4+1 Rounds, Healing effects on target deal Poison DMG instead. (Includes Passive Regen / Abilities / Items / Weapons)
[B-RANK: AFFECTIONATE EMBRACE] (x 1)Lahabrea hops along the ground, injecting 2 landmines on the ground from each leg that would ensnare a target and leech life energy for the User via a chakra receiver. PvP: Stun target for 1d4+1 Rounds or until hit / resist (STR / WIS), Drain 1d4 HP / CP per round (Bypass DR, Heal User's HP / CP) Can use Set Trap.
[COMBO: SEASONS TIDINGS] (x 1)The Zodiac Signet Pisces glows blue, with a rare scroll that would react with other Zodiac Signets creating runes along the puppet surface enabling Jutsu usage. PvP: (Uses all Zodiac Puppet's Turns) Duration 1d4+2 Rounds, All Zodiac Puppets can use C-Rank Jutsu or lower. (User pays Jutsu Costs)
ZODIAC STYLE ~ UNIVERSAL
13th ZODIAC PUPPET - ZODIARK, KING OF PRECEPTS A Sky-Fortress Puppet, Megaton Golden Pyramid in form (The size of a Small Village) it possesses a human face sculpted on each side, intricate paneling for mechanical ducts on the surface, a myriad of projectile artillery stations and pulsar barrier generators that can deflect attacks. It possesses the Zodiac signet of Ophichus glowing a holy incandescent frosty hue on the face's foreheads representing the 5th element.
Spoiler:
.:: INNATE ::.
Cost: 30 Cp + 5 Cp Maintenance Duration: None (Counts as an extra Puppet, exceed max. 3) HP: 75 / 75 (5 DR, if destroyed costs 25 Tokens to Repair and 1 IRL week) Rank DMG: 3d10 DMG (Bypassing 5 DR)
(Passive)
- User / Allies / Puppets can equip onto this puppet: Sub this Puppet's Rank DMG to Basic ATKs and cannot be targeted by ATKs (Includes AoE ATKs, except Vs Genjutsu). - Substitute "10 Puppet Collection" for "12 Zodiac Puppet Collection" when used: 10 Puppet Collection Rules, + 1 Extra ATK.
.:: ABILITIES ::.
[SKY FORTRESS : ULTIMATE DEFENSE, x 1 per battle [OR] 20 Cp]Zodiark would activate all the Pulsar generators along the surface creating an extremely dense force-field that would linger for a time and nullifying most damage. PvP: Block + 5, pass / fail this puppet gains + 50 Temporary HP for 1d4-1 (Min 1) Rounds until Temp HP reaches 0.
[SKY FORTRESS : ULTIMATE ATTACK, x 1 per battle [OR] 20 Cp]Zodiark and all individuals manning the multitude of cannons on this fortress would begin to supercharge their focus to the main cannon located in the core of the puppet. When unleashed, this pent up stream of energy it is enough to completely decimate an entire village, wiping it off the face of the earth. PvP: + 5 ATK Roll, 3d10 DMG + 1d8 per target equipped onto this puppet. (Uses up all target's turns).
[SKY FORTRESS : CLOISTER OF TRIALS, x 1 per battle (Requires "12 Zodiac Puppet Collection" Active)]Zodiark fires 5 beams of silver light along the area like search lights that would begin to target and teleport a vast amount of individuals within 4 deadly chambers, where they play the Puppet Master's game and to survive is victory in an of itself. PvP: Mass AoE (Except User / Puppets), User leaves battle temporarily while targets must roll 1d4 to determine which area they are sent to: Duration) 5 Rounds 1) Infernal Trials: Targets take 1d4+1 DMG per round (Bypassing DR) 2) Terrestrial Trials: Targets suffer - 3 ATK / DEF 3) Oceanic Trials: Targets spend +3 CP to Costs & +2 to Maintenance 4) Celestial Trials: Up to 3 targets per round, roll Vs an ATK that deals 2d10 DMG. (Note: Any Mass AoE effects are nullified after use, Targets cannot escape, Zodiac Puppets have abilities enabled - except Zodiark.)
Last edited by Suigetsu on Sun Jul 03, 2011 6:58 pm; edited 1 time in total
Suigetsu Special Jounin
Posts : 273 Join date : 2010-08-23 Age : 33 Location : Kissing Sasuke's Butt since Shippunden 115