Up to date Dojo
Abilities
Free Abilities:
- Shinobi 101 (Sand to Ranged AC)
- Militia (+5% Damage -5% incoming Damage Buffs)
- Defensive Technique (-4 Acc for +4 Dodge)
- Puppet - Physical Style
- Main Branch - Branch Style
- Strategist (Allows 5 Prep Slots)
- Prep Child with Black Lotus
- Prep Serpent with Serpent's Blood
- Prep Tortoise with Twilight Venom
- Prep Eagle with Plexistim
- Arm Explosive Note with 4% Max CP, Conditional set to "When User is hit with Attack"
- Mechanized Weapon (Replaced with High Tech)
- Weapon Master: Puppet (1 Puppet automatically equipped at the start of the battle,equipping Puppets are Hidden Actions. The first attack with a Puppet is Sneak Attack.)
- Initiative (First 1AP at 0AP Timing)
Custom Class
Puppeteer
HP: (45+lvl) x stamina
CP: (51+lvl) x chakra control
Class Bonus: +2 Stealth and Awareness, +1 Cp Mod
High: Ranged Accuracy
Average: Dodge, Genjustu Save
Low: Genjutsu DC, Melee Accuracy, Ninjutsu Accuracy
Major Affinity/Sensory Mastery:
- Earth (Free-C)
- Wind (Free-C)
- Sand
Weapons:
- The Child - Puppet [High Tech+Black Lotus x2 (-1% Max HP per round, prevent first 3% HP Recovery)] - Autonomous Familiar's
- +2 Accuracy/-10% Damage - [Bleeding]
- +2 Accuracy/-10% Damage - [Bleeding]
- The Serpent - Puppet [High Tech+Serpent's Blood x2 (-2AP in 1 Round)]
- +2 Accuracy/-10% Damage - [Bleeding]
- +2 Accuracy/-10% Damage - [Bleeding]
- The Tortoise - Puppet [High Tech+Twilight Venom x2 (Lowers Dodge and Acc by -1 until -3 then reverse)]
- +2 Accuracy/-10% Damage - [-0.25 AP Timing Non-Offensive]
- +2 Accuracy/-10% Damage - [-0.25 AP Timing Non-Offensive]
- The Eagle- Puppet [High Tech+Plexistim x2 (3 rounds deal 20% CP spent as damage)]
- +2 Accuracy/-10% Damage - [-0.25 AP Timing Non-Offensive]
- +2 Accuracy/-10% Damage - [-0.25 AP Timing Non-Offensive]
Inventory:
- Headset (1AP call, 6 sec)
- No Armor (modded .25 AP faster, +5% Secondary Effects for Nin and Tai)
- Pouch - Traps x4 (1 use of any trap)
- Med Kit x4 (Lowers up to 2 Called Shot or Bleeding penalties on a target, or one of each.)
- Explosive Note x3 (Charge up to 4% Max CP for damage)
Automatous Familiar - Passive (3 point)
The mind of a Mechanist spews forth endless ideas that are only limited by the harsh reality of needing to craft them. As such, many create a special familiar to assist them. This familiar is not designed for combat, but what it lacks in power it makes up for with the precision it can perform intricate tasks; from assisting its user in their projects, to dismantling devices...or rigging them into its creator's favor.
Effect: The user has a Automatous Familiar. This Entity works as follows;
- HP equal to 60% of the user's Max CP. Cannot recover lost HP through any method.
- Secondary Stats equal to the user's. Its Accuracy type is always treated as if it were a High option in the user's class. Benefits from Technician, if the Mechanist has it.
- It has its own Awareness, separate from the user.
- It does not have any Chakra, however is not required to spend chakra for its actions.
- Immune to Poison, Genjutsu, Medical Jutsu and Chakra Damage.
- The user must designate at least one weapon of their own weapons in their Dojo thread (but may designate any amount). This weapon is owned by the Automatous Familiar rather than the Mechanist. This Weapon may not be one granted from a Kinjutsu.
- It has 2.5 AP. It may perform up to 2 basic strikes per round, and use augments applied to its weapons. If equipped with Mechanized Weapon or High Tech, it may use the equipment installed on it.
- Automatous Familiar will not trigger any Traps it attacks. When hitting a Trap, it makes a Ranged check vs the owner of the Trap; if Automatous Familiar suceeds, the Traphit is converted into the Mechanist's. Traps taken control of count towards the Mechanist's limit of active Traps; if not triggered by the end of the current round, the user may freely change its triggering conditions at the start of the next round.
- When taking control of a Trap, the original trap owner and the Mechanist are 'reversed' for the purpose of triggering conditions.
Technician - Passive (1 point)
Restriction- May be purchased twice
Proficient with a variety of crafts, a Mechanist is most adept at keeping those around them guessing their exact capabilities.
Effect: The user gains +1 Accuracy/Genjutsu DC to any Tool, Trap and Poison equipment. After using any Tool/Trap/Poison (Traps are based when set, not triggered), this bonus will apply to any of the users actions made in the following 5 seconds (not just equipment).
High-Tech - Ability Modification (2 points)
Restriction- Requires the Mechanized Weapon ability
The equipment of a Mechanist is always something they take great care in, often designed in such a way to ensure that they are never far from their tools.
Effect: Mechanized Weapon may no longer be taken multiple times, and the effect is replaced as follows; all the user's weapons each gain a single equipment slot (rather than a single weapon 2 slots). This slot may be used for a Trap, Tool and Poison items. Items used in this way require a 12 second cooldown before they may be reused, and the same Item may not be selected for multiple weapons. The user does not need to be equipped with the High-Tech weapon to use its item.
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