Ninpocho Chronicles

Ninpocho Chronicles is a fantasy-ish setting storyline, set in an alternate universe World of Ninjas, where the Naruto and Boruto series take place. This means that none of the canon characters exists, or existed here.

Each ninja starts from the bottom and start their training as an Academy Student. From there they develop abilities akin to that of demigods as they grow in age and experience.

Along the way they gain new friends (or enemies), take on jobs and complete contracts and missions for their respective villages where their training and skill will be tested to their limits.

The sky is the limit as the blank page you see before you can be filled with countless of adventures with your character in the game.

This is Ninpocho Chronicles.

Current Ninpocho Time:

Myakashi Miksurendo (Mikki)

Mikki

New Ninja
Joined
Feb 19, 2024
Messages
99
Yen
42,150
ASP
0
OOC Rank
B-Rank
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Name: Myakashi Mikki (Miksurendo)

Age: Unknown

Physical Description: Mikki stands a proud 122 cms tall, looking rather out of place as if struggling to 'drive' this fleshbag... err body. Having those kind of brown eyes old ladies comment on, long eyelashes that are the envy of girls everywhere, and wavy brown locks, Mikki would be considered 'cute'. His skin has a strange brown tone to it, as if he has been out in the sun for a time but has been the result of constantly working with other Myakashi in the forges of Yamigakure. Normally dressed in heavy armour, Mikki is quite muscular for a boy of his indeterminable age, probably due to carrying so many heavy weapons around all the time! Silence and subtle are not words people would associate with Mikki's demeanour.

Mental Description: Mikki is a difficult character to describe mentally due to his rather different background. In this form, he is constantly bombarded with physical sensations, things which his mind has yet to get used to and as such those around him will feel that he is... different (OOC: With respect, people would assume he is on the spectrum). Whilst outwardly he would seem to lack any empathy or concern for others, he secretly holds significant feelings for his clan-mates and particularly children who are suffering. His recent transformation has given him the opportunity to feel things for the first time in his existence, and while he holds his pre-existing bloodthirsty nature he is gradually figuring out what 'feelings' actually are.

Mikki ‘nay Miksurendo’ is a difficult entity to explain. One of the many spirits created at the beginning of the world, Miksurendo was one of many organised by the great Sun-Goddess, Amatseru Omikami, in the time before all things. As the world was formed, each spirit bound itself to something – some were Kami, noble creatures, others were Youkai, creatures that seemed to cause balance amidst the world. Other spirits were released to find their own place in this new material world, and Mikki was one of these. Desperate to bind itself, and thereby giving it a measure of autonomy and influence over this world, Mikki bound itself to the greatest tree it could find – a sandlewood.

Over the years, the new creation – man – would come and worship at this tree, famed for its fragrance. They would carve a face into the tree, and name it Hātouddo, the Heart Tree. Gifts would be given, and yet despite this worship Mikki was still bound. He could produce the pleasant smell, yet he could not move. Anger grew in the spirit’s heart and he felt he had been tricked by the other spirits who gleefully played in their streams, and interfered with the lives of the mortals.

Soon, the sweet smelling fragrance of the tree went sour as hatred stirred in the trees heart, spoiling its sap. Man turned away from worshipping as the smell grew, and yet Mikki would not change his dark heart. Where once he loved the happiness he caused the people, he now knew only resentment at their freedom.

Time passed, as it always does, and the Hatouddo tree was forgotten, as Mikki fell into depression and darkness, bound by hopelessness. It didn’t notice when the axes came and felled its fellow trees, and only noticed pain when those axes bit deeply into his side.

But oblivion would not take Mikki, no, for it was bound to the fate of the tree and soon it would find itself cut even smaller, parts of him cut free to become furniture, kindling, decorations – each more painful than the last.

But the Sun Goddess is not without mercy, for out of the Heart tree came enough wood for a small mortal. A small mortal whose daughter lay dying of a wasting disease. Enough wood to carve a small wooden puppet to sit by her as her life passed away.

And so Mikki would lay by the child, watching her as she loved him, stroking and talking to him about her dreams that would never come to pass, waste away. At first he was angry – why torment him even more so as he grew to love this mortal – but it was not that simple. The girl died, and Mikki reached out as he had once done, to the source of all.

Why… why take the mortals? Why my mortal? It is not fair!

The answer did not come as he expected.

Years would pass, and so would ownership of this strange sandlewood puppet. He would be loved by children who played with him, and kept the secret that sometimes, sometimes, he could move by himself. It would seem that the Goddess would purposefully place him where he was most needed.

That was when he was introduced to the young Yushi Migoya. A strange albino child, spurned by his family, would be given the puppet in his cradle by a kind nurse, who somehow knew the two belonged together. Mikki, noticing the frail boy as an almost kindred soul, tormented by depression and the darkness within, snuggled close, forever reaching out to sooth this young boys troubled existence.

Years had passed, and Migoya had lived more than one life-span of the human cycle. The bond between them had become close, yet as Migoya delved deeper into dark practices, Mikki often found himself struggling with losing the aspect of his nature that had saved him - hope. An open conversation between the two had come to a simple conclusion - Empathy. Mikki lacked empathy or the ability to understand human emotion. Migoya, master necromancer that he was, had suggested a strange option - the ability for him to be transferred into the body of a boy, and thus have the ability to learn empathy and pain. Naturally Migoya would keep his puppet body safe, but this was an opportunity for Mikki to understand the fleshbags better.

Why not?

The ritual was set, completed, and Mikki became a real boy.
 
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Custom Class

<Ningyō kōgeki>
HP:
(45+5) x 215 = 10750
CP: (1+45+5) x 175 = 8575

Class Bonus: Kinjutsu
High: Ranged Acc
Average: Evasion, Gen Sav, Melee Acc
Low: Gen DC, Nin Acc

Statistics

OOC Rank:
B-Rank
Level: 5
Agility:
225
Stamina: 215
Ninjutsu: 175
Genjutsu: 83
Taijutsu: 225
Chakra Control: 175
Power level: 1135
 
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Chakra AffinitiesSensory Affinities
Minor: Water
Major: Earth
Advanced: Wood
Sensory Knowledge:
Sensory Mastery:



 
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Inventory Slots:

1. Headset
2. Heavy Armor
3. Smoke Bomb
4. Pouch (Trap)
5. Lullaby Powder

Weapons:

1. Weaponized Form (Human Puppet)
-2 Acc, +10% damage. 0.25 AP reduction non-attacking jutsu
Melee Attunement: Unarmed attacks use ranged accuracy
Augment Slots: 5 +1 Battlesmith
1. Blitz
2. Dual Weapon
3. Toxify
4. Swift
5. Assault

Mechanised Weapon Traps
1. Hidden Launcher (Plexitism)
2. Hidden Launcher (Bloodrot)

2. Nana Dangly Bits
Higo-Puppet - Tidecaller CA
+2 Acc, -10% damage
Elemental Attunement: Water
1. Deep Blue Crush
2. Water Veil
3. Aqua Charge
4. Mirage

2.

3.
 
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Abilities:

1. Weapon Mastery (Piercing)
2. Weapon Mastery (Puppet)
3. Mechanised Weapon (Weaponised Form)
4. Conservative Motion (To Train)
5. Strategy (To Train)
6. Sage Mode (To Train)
7. Kinjutsu
8. Kinjutsu
9. Kinjutsu
 
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CA: Battlesmith
Known among their compatriots as 'walking armories,' a Battlesmith is the master of all weaponry and armor. Ranged and melee, sharp and blunt, the weapons a Battlesmith uses in combat tend to be higher quality than any other. The way to spot one is easy--they're the ones walking onto a battlefield with a half-dozen sheaths strapped to them overtop their conspicuously well-maintained armor.

Eternal Arms Mastery – Passive (3 points)
The mastership of the Battlesmith in the art of weapon combat is said to be unparalleled. Likewise, their mastery over the creation and use of the weapons themselves is such that they can coax far more out of them than anyone else.
Effect: When creating a weapon, the user may choose a second weapon attribute from a different weapon type.
Notes: Weapon types are Slashing, Piercing, Bludgeoning, Unarmed, Projectile, Ranged, and Puppet.

Masterwork - Passive (1 point)
Restriction- May be purchased up to three times
When a mastersmith has forged the weapon you use, you can be assured of quality. When the one wielding the weapon is said mastersmith, that quality tends to carry over to the battlefield as well--along with an innate understanding of the weapons they spent their own time making.
Effect: +1 Taijutsu Accuracy.

Warforged Style
- Physical Style (3 points)
No one knows war like those who craft its weapons. A Battlesmith knows war inside and out, and is able to harness that fire that forges their weapons for it. During combat, this lets them rapidly shift and adapt to the situation, performing otherwise impossible and instant feats of crafting that gift their active weapon with unusual ability.
Effect: While this style is active, the user may switch weapons for 0 AP without limit. While in this style, every weapon gains the ability to cause Bleeding and Suppression. If the weapon can already cause Bleeding or Suppression, it gains a 5% chance to causing this. All CP costs are increased by 15% while this style is active.
Notes:
- Like any other fighting style, this can be turned on or off at the user’s discretion or lack thereof.


Armored Soul - Independent Special Move (2 points)
Restriction- Requires Light Armor or Heavy Armor
Armor doesn't have to be merely physical, something a Battlesmith knows very well. Since one wouldn't be caught dead in a fight without their physical armor, there are certain on-the-fly enhancements that can be made to make it something a little more.
Effect: The user enhances their Light Armor or Heavy Armor for 1 AP and 1000 CP. While active, the user gains +10% Damage Reduction from their armor, which applies to Illusionary Damage. If the user is in Heavy Armor, the penalties from it are negated. Costs 500 CP/rnd to maintain.

Find The Weakness - Dependent Special Move (3 points)
While it is easier for a Battlesmith to know armor they have forged themselves, that isn't a particular limitation for them. By landing a glancing blow on their enemy's, they can know a good deal more of it than that enemy would like them to. At the very least, they can know enough to gain an edge against it.
Effect: The user may lower the accuracy of this offensive taijutsu by -2, if this is a full hit the next called shot has two chances to raise the called shot level.
Costs +15% CP and may only be used once per 10 seconds.

Armor Augmentation - Passive (2 points)
Restriction- Requires Light Armor or Heavy Armor
Normally, only weapons can be upgraded and augmented. Battlesmiths prefer to ignore that limit as arbitrary. Why shouldn't they also make their armor even more useful? Of course, armor isn't a weapon, so it can be somewhat limited, but it's still rather beneficial.
Effect: The user may choose to equip either their Light Armor or Heavy Armor with any single Weapon Augment that does not require attacking to enact its effect. (Example: The Recovery augment.) The effects of the same augment do not stack if they are on both the user's armor and equipped weapon. This may only be done on one single Armor if the user possesses more than one, and must be done in the user's Dojo as normal for inventory.


Weapon Finesse - Ability Modification (3 points)
Restriction- Requires Weapon Mastery
A true weapon master is not limited by the form of their weapon. A Battlesmith might insist, with the surety of one who can alter the properties of weapons as easily as any other ninja can shift their stance, that really any advanced skill can be applied to any weapon, if one is good enough at both.
Effect: The Weapon Mastery skill the user chooses will apply to the user's active weapon, regardless of whether it is of the correct subtype.

Battle Spirit
- Independent Special Move (2 points)
The passion of the battle often envelops a Battlesmith, especially when they are deep into the fray. This does not, however, mean that they lose their heads. No, anyone who is accustomed to working in a high-pressure, dangerous environment such as a forge knows how to stop for a quick second and take stock of the situation so they can handle it a little more calmly.
Effect: When the user is afflicted with an effect that prevents them from choosing targets, they may pay 1 AP and 800 CP to ignore all such effects for 10 seconds. This may be used reflexively but does not have to be. Requires 10 seconds of cooldown after completion.
Note: This only applies to effects on the user, not general battlefield effects such as clones or transformations.

High Quality – Passive (1 point)
Restriction- May be purchased twice.
Battlesmiths, as the name implies, are smiths. They take their weapon creation very seriously. They have mastered their craft, often implementing ninjutsu for higher temperatures in the forge and infusing chakra directly into their materials for more power. It is little wonder that their weapons are so powerful.
Effect: +5% taijutsu damage


Craftsman - Passive (3 points)
Fine honing of a weapon can take a long time even for a skilled smith, but sometimes a Battlesmith simply doesn't have time, and the modifications they require must be made on the fly in the middle of a fight. Fortunately, they're quite capable of improvising together two of their existing weapons.
Effect: The user gains an extra augment slot on all of their weapons.

Fine Focus
- Dependent Special Move (2 points)
A Battlesmith in armor is accustomed to taking heavy blows, but that does not mean that tanking them is all they can do. If a particularly good one catches them off-guard, they may be tempted to throw it back in the face of the one that dealt it, if somewhat imperfectly.
Effect: The user may turn any Offensive Taijutsu Technique into a Called Shot for +20% CP costs. This has a 10 second cooldown after use.

Trace Projection - Buffing Taijutsu (1 point, 1 to rank up)
Restriction- A-Rank and up
Normally to craft a weapon, a smith sketches out a blueprint with their preferred drawing implement before endeavouring to bring it to life through hard work and skill. A Battlesmith can temporarily ignore this limitation, creating the blueprint out of nothing and turning that into the weapon itself in an instant before striking. This has a cost, however--a weapon made this way is only good for a single attack. Of course, there's always more where that one came from.
Rank 1/2: Once this is activated, the user is able to form a new weapon with each weapon attack they make. These weapons are created just as the user attacks with them (meaning as they attack, not when they begin preparing the attack), and break upon completion of the attack. These weapons use the normal Weapon Creation rules with the exception of gaining +0/1 accuracy over normal weapons, and may also copy augments from any of the user's owned weapons. The user may also choose effects from the below effect list, at the cost of one augment slot each, at rank 2 the first augment below does not take a slot.
  • Copy Combo: This attack may be combo'd with any taijutsu of equal or lesser rank.
  • Pinpoint Strike: The attack from this weapon always have +1 Critical range, even if the target has reduced or negated critical range.
  • Mimic Align: The weapon's attack will use the effect of an alignment of the user's choice (Alignment Rules), but will not be treated as that alignment. (Meaning the user does not shift to that alignment, nor do they deal increased/reduced damage to other alignments.)
  • Flicker Shield: The next attack targeting the user has a -10% chance of secondary effect success rate.
  • Armor Enhancer: On a Full Hit you negate the first +5% buff to all incoming damage.
  • Stolen Voice: After this attack, the user has +2 gen save for 10 seconds. This has a 10 second cooldown.
  • Unerring Aim: This weapon ignores accuracy penalties on the jutsu it is used with.
  • Long Reach: This attack may target Airborne opponents normally.
  • Aura Burst: If this attack causes a partial hit, the user can redirect the lowered damage to another target at -2 accuracy.
  • Spirited Aim: If the user has Battle Spirit active, this attack bypasses blind shot checks. If this attack hits, it does not knock the opponent out of stealth.
Cost: 2.75 AP, 2060 CP, each weapon costs 200 HP
Notes:
  • May be maintained for up to 30 seconds.
  • The user must specify the full weapon they are using with each weapon attack during this jutsu, or else anything unspecified will be assumed to be the same as the previous weapon. (Meaning weapon type, attributes, accuracy, damage, augments, and any applicable effects from the Effect List.)
  • If the user has an equipped weapon, it is sheathed for 0 AP when this jutsu is activated. If the weapon is from another Weapon Creation jutsu, it is dispelled.
  • The user may use and keep active weapon effects such as Chakra Extension and Elemental Channeling for as long as they choose while this is active with no disruption when the weapons dispel.
  • If the user is in Warforged Style while this jutsu is active, its effect applies with newly created weapons the same as it would freshly drawn ones.

Kinjutsu: Human Puppet
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A forbidden practice all but forgotten except in the most forbidden scrolls, this highly restricted Kinjutsu involves shinobi converting themselves into something which is no longer human. Many puppeteers wander the land, utilizing their puppets and their various traps to overwhelm an opponent. Yet, a few would actually succumb to their obsession with puppetry, converting themselves into a weapon, their own bodies modified into a living puppet. While it's not unheard of for shinobi to replace lost limbs with puppet prosthetics, there are few who would actually stoop to a darker option and convert their entire body into a puppet, removing the organs and blood, saving only the heart and transferring their consciousness into a small, compact casing, the only remnant of their past humanity. From that point on, they are living dummies, or Human Puppets, unaffected by some of the most common shinobi weaknesses.

Kinjutsu Table
Information
Prerequisites: Kinjutsu Application, 3 Ability Slots, B Rank

Effects:
  • Upon gaining this Kinjutsu the user's organic body is replaced with an artificial puppet one and gains the following passive benefits and penalties:
    • 10% of all Damage suffered by the user is subtracted from their CP rather than their HP.
    • Effects which restore HP are 50% less effective on the user.
    • Immunity to Non-Illusionary Bleeding,
    • Immunity to Injury and Inhaled Poisons (Not Poison Ninjutsu).

Weaponized Form - Kinjutsu Ability
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A Human Puppet is usually thought of as being a puppet specialist shinobi, which has replaced their biological body with that of a mechanical contraption, to the point where the term "human being" only scarcely applies to them. Many Human Puppets takes the customization of their body even further, weaponizing their mechanical form in much the same way that they would a normal puppet.

Information
Prerequisites: Human Puppet

Effect:
  • The user gains a [Weaponized Form]. A [Weaponized Form]is a Puppet Weapon in it's own right and is subject to the following rules:
    • The user must declare their [Weaponized Form] Accuracy/Damage Modifiers and Puppet Type as per the normal Weapon Creation Rules. In addition the user may perform handseals normally while equipped with their Puppet Body.
    • The [Weaponized Form] has 4 Augment Slots which they may equip augments to as per the normal Weapon Creation Rules.
    • The [Weaponized Form] is treated as passively equipped whenever the user is not wielding any other weapon, and does not prevent the usage of handseals. If at any time the user ceases to be equipped with a weapon, they automatically re-equip their [Weaponized Form] for no cost. Unless specifically stated, the user cannot be equipped with their [Weaponized Form] and another weapon.
    • The user may choose one Non-Genjutsu Subtype. Techniques from this Non-Genjutsu Subtype while the [Weaponized Form] is equipped use Ranged Accuracy.

The Art of Hitokugutsu - Kinjutsu Ability
HP5.jpg

After converting their body, the user's knowledge and use of the process of creating Human Puppetry does not end there. Applying the knowledge which allowed them to transform themselves into a fusion of organic and inorganic components, they are able to take the remains of another human and convert it in a similar fashion, albeit without the same consciousness. They create a special brand of puppet, with the ability to wield the same powers of the deceased had in life.

Information
Prerequisites: Human Puppet

Effect:
  • User gains access to a new Weapon Type: [Hitokugutsu Puppet]. [Hitokugutsu Puppets]gain the following special effects which must be declared at Weapon Creation as normal:
    • Upon creation, the user may choose one Non-Genjutsu Subtype. Techniques from this Non-Genjutsu Subtype and the BL/CA techniques while the [Hitokugutsu Puppet] is equipped use Ranged Accuracy and are channeled through this puppet. This does not apply Augments to non-Taijutsu techniques.
    • [Hitokugutsu Puppet] have the standard amount of augment slots as normal weapons. However, [Hitokugutsu Puppet]s may replace any amount of Augment Slots with an equal amount of System Slots.
    • [Hitokugutsu Puppet]s may fill System Slots with Passives or Techniques from a Single Bloodline Path or Core Ability (if multiple augment slots are filled this way, all choices must come from the same BL/CA table).
    • [Hitokugutsu Puppet] System Slots only apply when the user is attacking with them, or is using the Puppet Symbiosis technique.
    • [Hitokugutsu Puppet] Weapon Modifiers apply to all attacks made with it (including BL/CA attacks), rather than just Puppet Techniques.
    • Creating a [Hitokugutsu Puppet] requires a 300 word RP about acquiring it and may be linked to from the user's normal RP threads; this is only required upon acquiring a puppet, and must state which BL/CA its System Slots (if any) will come from. System Slots BL/CA Techniques/Passives may be changed as per normal weapon rules, but which BL/CA it has access to will be permanent. The user may replace the [Hitokugutsu Puppet] just as they may a normal weapon, but obtaining it or another [Hitokugutsu Puppet] requires the RP to be done once again.
    • [Hitokugutsu Puppets] otherwise obey all other rules for Weapon Creation, and share the same restriction on how many may be owned.
Notes:
  • [Hitokugutsu Puppets] are still 'Puppet Weapons', but gain the benefits of this ability rather than any of the normal effects for the puppet weapon type.
  • If a [Hitokugutsu Puppet] redirects an attack to itself through a BL/CA technique, its Called Shot: Weapon level is raised.
  • Passives or Non-Offensive Techniques cannot be used without Puppet Symbiosis.
  • [Hitokugutsu Puppet]'s Offensive Techniques end when another weapon is equipped.

Puppet Symbiosis - Puppet Taijutsu
HP2.jpg

A puppeteer's greatest weakness is their vulnerability while puppeteering. However this is not a problem for a Human Puppet. Knowing how to use their removable limbs and compact body to it's fullest, they are able to arrange themselves within a puppet at their own convenience, and in so doing so, removes their one weakness. While within a puppet, the user's body conjoins with it allowing them to control that puppet as if it were a suit of armor.

Information
Prerequisites: Human Puppet

Rank 1/2:
  • The user replaces their [Weaponized Form] with a [Hitokugutsu Puppet]from their inventory, with the following effects:
    • The [Hitokugutsu Puppet]'s Techniques do not end when another weapon is equipped.
    • [Hitokugutsu Puppet]'s System Slots apply directly to the user.
    • Rank 2 gives access to special action: “Puppet Mimicry”
    • If the user equips another [Hitokugutsu Puppet], the equipped [Hitokugutsu Puppet]'s System Slots cannot be used.
Special action - Puppet Mimicry: The user can pay 0.5 AP and the maintenance cost to swap one of their [Hitokugutsu Puppet] System Slots with an System slot from their [Weaponized Form]. Equipping another weapon swaps the System Slot back.

Cost: 2.25 AP, 680 CP, 340 CP/rnd

Notes:
  • Puppet Mimicry requires a 10 second cooldown after use.
  • Doujutsu Passives only apply while the user is equipped with the [Hitokugutsu Puppet] and still take AP Timing to come into affect.
  • Passives that require something to be done in the dojo have no affect, (Eg Exalted's Holy Weapon)
  • Using Puppet Mimicry again replaces the previously swapped System Slot.
  • Puppet Symbiosis may not be used with Broken puppet weapons.
  • If a worn puppet reaches Broken called shot status, Puppet Symbiosis ends.

Sacred Threads of Fate - Puppet Taijutsu
HP1.jpg

An advanced puppet jutsu that allows the user to create special threads of chakra with the sole intent on manipulating their own puppet body. This technique coats the user in a tangle of chakra threads, each controlled mentally by the human puppet. Though this may seem redundant, this allows the user to move their artificial body regardless of how beaten up or damaged their limbs are.
Information
Prerequisites: Human Puppet

Rank 1/2: While active the user may ignore Sprained Called Shot penalties. Rank 2 allows the user to ignore Fractured Called Shot penalties.

Special action - Reinforced Wrap: For +20% CP the user can instead choose a single limb to ignore Called Shot Penalties.This special action can also be used on allies.

Cost: 2.25AP, 680 CP, 340CP/rnd
Notes:
  • The maintenance cost is increased by +100% for each limb’s Called Shot penalty being ignored, after the first (A Sprained Arm would be 340cp/rnd, a Fractured Arm and a Fractured Head would be 680 CP/rnd, etc).

White Secret Technique: Collection of Ten Puppets - Puppet Taijutsu
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One of the Human Puppet secret weapons is the Chikamatsu Collection Scroll. With this puppet collection it is literally possible to use one puppet with each finger — each boasting a power matching a thousand puppets put together. However, to use all of these secret mechanisms demands extremely high-class expertise and skill.
Information
Prerequisites: Human Puppet, A-Rank

Rank 1/2: The target is attacked 10 times at normal accuracy dealing 330/410 Physical Damage each.

Special action - Collection of Illusions: The user may target up to 3 targets, combining the strikes to deal 2640/3280 Physical Damage each.
Special action - Endless Collection: By paying 2 AP and 1030 CP this technique does an additional 5 hits. This cannot be combined with Special action - Collection of Illusions.

Cost:
2.75AP, 2060CP
Notes:
  • Each attack may use a different Puppet Weapon.
  • [Hitokugutsu Puppets] may be used with this Taijutsu.
  • When the user casts this technique, they may equip any single Puppet Weapon used for no cost.
  • Special action - Endless Collection Requires a 10 second cooldown after use.

Red Secret Technique: Performance of a Hundred Puppets - Puppet Taijutsu
WoA7swp.jpg

A forbidden technique that is impossible to perform by normal humans, but Human Puppets are anything but normal. The most elite puppet masters in the land cannot control more than 10 puppets, and even then only with difficulty, but this skill not only controls, but coordinates a number of puppets than can reach into the hundreds. Upon summoning a literal army of a hundred puppets, the user may directly link each puppet directly to their core with tiny, faint threads of chakra strings. Directly linked the heart of the user, these puppets are moved on thought by the user, as if extensions to their own hands. Though the user gains control over their own army of marionettes, this requires the user to divide their focus among each puppet, and the strength of an individual puppet pales in comparison as opposed to if they focused entirely on one.

Information
Prerequisites: Human Puppet, S-Rank

Rank 1/2: The user summons an Army of Puppets with a shared HP pool of 7060/8820, and -2/-1 of the users secondaries. The Army of Puppets has half the user’s Max AP -1/-0. Rank 2 gives access to the special action.

Army of Puppets Actions:
  • Can make a basic attack at +1/+2 Acc for 1AP dealing 1060/1320 Physical Damage. (The Primal Augment does not affect this basic attack)
  • Can use any E-C/E-B Rank Puppet Taijutsu at the rank the user knows for no CP cost.

Special Action - Hitokugutsu Meishu: The Army of Puppets may use the Puppet Symbiosis Technique with a [Hitokugutsu Puppet]. The [Hitokugutsu Puppet]'s augments replace the Army of Puppets, but the Acc/Damage modifiers are not applied. The [Hitokugutsu Puppet] may use E-A Rank Puppet Techniques and the chosen [Hitokugutsu Puppet]'s Non-Genjutsu Subtype Techniques.

Cost: 3.75 AP, 3940 CP, 1970 CP/rnd.

Notes:
  • This is a Creation Technique
  • The Army of Puppets has 3 augment slots, and augments are applied when Army of Puppets is used.
  • Unlike normal Creation Techniques, the Army of Puppet’s AP is checked each round.
  • Army of Puppets is a single target with a shared HP pool.
  • When using the Special action, the Army of Puppets may cast the [Hitokugutsu Puppet]'s Non-Genjutsu Subtype techniques with the user paying the CP cost, and normal Puppet Techniques for no CP cost.
  • The [Hitokugutsu Puppet]'s Non-Genjutsu Subtype techniques includes any BL/CA techniques matching the same subtype augmented on them.
[/quote]
 
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