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Puppetry System

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Hurrak
Crew

Eternal Lop

PostPosted: Sat Mar 19, 2022 1:16 pm
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▰ Puppetry System:
Puppetry is a more complex art than most ninjutsu within the world. Puppetry, or Kugutsu, therefore has a set of rules to guide everyone how this section operated in Shinobi Revolution.

• All puppets receive 1 activation.
• Puppets may use basic activations: offensive, defensive, and supplementary actions.
• A puppet's activations are often considered Spiritual.
• All puppets may use basic activations that include external weaponry: sword, spear, throwing items, etc.
• Puppets summoned into battle that were not active before combat started are not permitted to use their 1 activation in the post in which they are brought into battle. By the user's next post in combat will this restriction be lifted.
• Puppets destroyed in combat are not permanently lost. Puppets destroyed in combat must be repaired or withdrawn from combat.
• The Melee Marionette Puppeteer Class discipline is the only way a puppet may use Taijutsu and Bukijutsu Styles.
tab The only exception to this rule would be to have a Human puppet with a bloodline that is based on taijutsu or bukijutsu.
• The Melee Marionette discipline allows all puppets to utilize the stat boosts/losses when using the Puppeteer's physical styles.


▰ Puppet Points:
Puppeteers have Puppet Points, (PP), which determine how many puppets one can make use of during any instance of combat. These points do not determine a limit on how many puppets an RPC can have approved.

• Tier one puppet requires one PP.
• Tier two requires two PP.
• Tier three puppet requires three PP.
• Tier four puppet requires five PP.
The amount of points you gain per body rank is determined on the puppeteer class. Keep in mind that a double puppeteer gains +4 pp once.


▰ Mechanisms:
Mechanisms are devices which allow puppets to operate in unique ways as the bread and butter of any puppet. As a puppeteer grows in power, the number of mechanism slots may increase to a considerably large number of slots accumulated from a combination of classes, disciplines, or miscellaneous awards. Puppeteers have a total number, or count, of mechanisms as slots that must be approved before use and recorded for reference. It would benefit the player to create a space to share puppet-mechanism information.
• Mechanisms also do not scale like other jutsu and will specify how much energy a device consumes to be used. Mechanisms typically scale their abilities within three ranks (E-C, D-B, B-S etc).
• Scaling is not required and mechanisms may be created at a single rank.
• All mechanisms must be approved here. Once a mechanism is approved then you can use it for any puppet you have.

Uncertain about what you have to work with?
• If the puppeteer has [8] mechanism slots and [3] Tier 2 puppets:
At base value each T2 puppet has [4] mechanisms to work with.
Mechanism slots are not mirrored. Therefore must select from the [8] approved mechanisms to utilize.

Regular Mechanisms - These mechanisms consume Mechanism Slots awarded to the puppeteer for selecting the class. This variety may be swapped out and can have copies distributed among multiple puppets. Changes to a puppet’s available mechanisms must be made outside of combat
Unique Mechanisms - These mechanisms are a made available through Master Mechanist discipline, are not able to be swapped out. Some bloodlines will grant special mechanisms to puppets but have specific requirement as to what the mechanism is for.
Crafted Mechanisms - Available through crafting and do not count toward mechanism slots granted by the Puppeteer Class. They are optional to use and may be swapped out like regular mechanisms outside of combat. These are more powerful mechanisms than regular mechanisms.

• Puppets are not required to swap mechanisms and mechanism lists (per puppet) are welcome to remain unchanged. Unique mechanisms may not be changed out.
• Puppeteers may also use Mechanism Crafting to fill a puppet’s individual mechanisms. The slots available for mechanism crafting are found in career/professions.


Puppets are divided into different tiers of strength which determine durability, resources, and rank of power.
 
PostPosted: Sat Mar 19, 2022 1:36 pm
▰ Tier One Puppets:
Basic puppets. Tier One puppets are usually composed of a singular type of materials, often wood. On average, this puppet tier is typically limited to [1] mechanism and are usually ready for lower ranked combat at the lower power scaling of ranks: E- D, E-C, etc.

• The highest rank mechanisms may reach with a [tier one] puppet is rank C. With use of the Master Mechanist Discipline the highest rank may reach up to rank C.
• With use of the Master Mechanist discipline the maximum number of mechanisms allowed on [tier one] puppet increases to [2] and are considered [Unique mechanisms] under this discipline and do not consume the puppeteer's mechanism total slot count.
Tier one puppets otherwise have [1] mechanism slot.

• Tier one puppets hit by an unguarded, un-dodged, or un-countered C-rank attack will damage all mechanisms on listed on the puppet before the puppet itself is destroyed.
Master Mechanist have [1] mechanism damaged instead of [2].

• Any second unguarded, un-countered, un-dodged strike of at least (C-rank) will destroy the puppet.

• Collision: if a [tier one] puppet is using an attack that is of equal rank of an attack it is colliding with have its mechanisms damaged and the technique will be nullified. If the puppet is already damaged it will be destroyed in a collision.

Puppets have the option of detonating into a fiery, C-rank explosion following its destruction. A gasoline canister may be equipped freely without consuming any mechanism slots on a puppet.


▰ Tier Two Puppets:
More solid, stronger than basic puppets with the freedom to be molded with sturdy metals, stronger woods, and other materials. Puppets of this tier can use [4] mechanisms. Tier two puppets represent the C-rank level of power and may scale: (C, E-C. etc).

• Human limb replacements can be made with this tier puppet. Human limb replacements would consume either a [tier two] crafting slot or consume [1] puppet point. Human limb replacements can use mechanisms.

• The highest rank mechanisms may reach with a [tier two] puppet is rank A. The Master Mechanist Discipline does not provide rank increases at this tier.

• The base total of mechanisms on [tier two] puppets is [4].
An additional [3] mechanism slots are added to this total with the Master Mechanist discipline but are considered [unique mechanisms] and increase the total to [7].

• Tier one puppets hit by an unguarded, un-dodged, or un-countered B-rank attack will damage at least [2] of the mechanisms [4] on this puppet tier. The puppeteer may choose what mechanisms are lost.
Master Mechanist follow the same information above.

• A second unguarded, un-countered, un-dodged strike of at least B-rank will destroy the remaining puppet mechanisms.
Higher ranks (A and up+) will destroy a puppet regardless of the status of the remaining mechanism.

• Collision: if an undamaged [tier two] puppet is using an attack that is of equal rank of an attack it is colliding with, will have its mechanisms damaged and the technique will be nullified. If the puppet is already damaged and collides, then the puppet will be destroyed.
Master Mechanists will have [at least 4] mechanisms damage in a collision in the event not damage is already on the puppet.

Puppets have the option of detonating into a fiery, B-rank explosion following its destruction. A gasoline canister may be equipped freely without consuming any mechanism slots on a puppet.


▰ Tier Three Puppets:
Better frames, materials, and more powerful puppets. At [tier three] puppets can have [7] mechanisms and represent higher, B-A ranks of power: (B, A, D-B, C-A, B-A, A-S, S-S+, etc)

• Human limb replacements can be made with this tier puppet. Human limb replacements would consume either a [tier three] crafting slot or consume [1] puppet point. Human limb replacements can use mechanisms.

• Any rank of power may be produced on [tier three] puppets. Note: puppets cannot scale regular and unique mechanisms with six ranks E through S+. Power scaling for puppets is typically limited with one rank, between two ranks, or three ranks with benefits from certain Puppeteer Class disciplines.

• [Tier three] puppets have [7] mechanism slots available at base value.
An additional [3] mechanism slots are added to this total with the Master Mechanist discipline but are considered [unique mechanisms] and increase the total to [10].

• A puppet of this tier is hit with an unguarded, un-dodged, or un-countered A-rank attack will damage at least [4] of the mechanisms [7] on this puppet tier. And additional unprotected strikes will result in the destruction of the puppet. The puppeteer may choose what mechanisms are lost.
Master Mechanist will also have [4] mechanisms damaged of their [10] total.

• Tier three puppets hit by an unguarded, un-dodged, or un-countered S-rank or higher attack will damage all mechanisms on listed on the puppet before the puppet itself is destroyed.

• Collision: if an undamaged [tier three] puppet is using an attack that is of equal rank of an attack it is colliding with, then the puppet will still be intact and damage to [4] of its [7] mechanisms will occur. If the puppet collides with any number of mechanisms damaged previously the puppet will be destroyed. The puppeteer may choose what mechanisms are lost.
Master Mechanist follow the same information above.

• Collision: Overwhelming collisions occur once per battle for all [tier three] puppets unless the puppet is a Master Mechanist. All collisions are successfully overwhelming with the master mechanist discipline.

Puppets have the option of detonating into a fiery, A-rank explosion following its destruction. A gasoline canister may be equipped freely without consuming any mechanism slots on a puppet.


▰ Tier Four Puppets:
A rare and the most powerful variety of puppets are considered tier four. Materials are the best of the best and includes creations made from grizzly, organic material. Human puppets!

• Human limb replacements can be made with this tier puppet. Human limb replacements would consume either a [tier four] crafting slot or consume [2] puppet points. Human limb replacements can use mechanisms but do not have their own chakra/stamina pool.
Limb replacements can be approved as passive mechanisms (consuming a regular mechanism slot) themselves but may not be as strong as the alternatives.
tab Using a human puppet (a creation approved with its own mechanisms and a profile) as limb replacement alternatives would cost the full cost of this tier's puppet points [5 puppet points].

•Tier four puppets have [10] mechanisms and represent the highest ranks of power at S-S+.
tab Master Mechanist discipline does not grant any additional mechanism for tier four puppets. Unique mechanisms are still available on this tier, however. [3] mechanisms are subtracted from the total of [10] slots and reserved for [unique mechanisms].

• Mechanisms for this tier puppet are allowed to produce any rank of technique under the circumstances the character is capable of producing the ranks E through S+. Note: puppets cannot scale regular and unique mechanisms with six ranks (E-S+). Power scaling for puppets is typically limited with one rank, between two ranks, or three ranks with benefits from certain Puppeteer Class disciplines.

• A puppet of this tier can be hit with an unguarded, un-dodged, or un-countered S+ or lower attack and take no damage. On the second strike, an S+ or S-rank attack will damage at least [5] of the mechanisms out of [10] on this puppet tier. And additional unprotected strikes will result in the destruction of the puppet.
Master Mechanist follow the same information above.

• Collision: if an undamaged [tier four] puppet is using an attack that is of equal rank of an attack it is colliding with, then the puppet will still be intact and damage to [5] of its [10] mechanisms will occur. If the puppet collides with any number of mechanisms damaged previously the puppet will be destroyed. The puppeteer may choose what mechanisms are lost.
Master Mechanist follow the same information above.

• Collision: Overwhelming collisions occur once per battle for all [tier four] puppets unless the puppet is a Master Mechanist. All collisions are successfully overwhelming with the master mechanist discipline.

Puppets have the option of detonating into a fiery, S-rank explosion following its destruction. A gasoline canister may be equipped freely without consuming any mechanism slots on a puppet.

The gas canister is not considered a mechanism and considered a bonus of the system, implemented in the foundations of the puppet. The feature is there in case the puppet explodes.


▰ Limb Replacements:
Limb replacement surgery, as well as human puppet conversation, can be done as long as you know the appropriate technique: medical ninja not required.
Information about limb replacements are available above under each tier. It is important to note their reduced requirement for PP and variety. Limb replacements are currently available to the Puppeteer Class only.
 

Hurrak
Crew

Eternal Lop


Hurrak
Crew

Eternal Lop

PostPosted: Tue Nov 07, 2023 7:02 pm
▰ Human Puppets:
This ghastly variety of puppet is truly unique. Available widely as [tier four] puppets or [tier three] under specific circumstances. Human puppets are available in three varieties:
• RPC Human Puppets
• NPC Human puppets
• Salvaged RPC Human puppets.
The most common of the three being NPC Human puppets.

In general, human puppets retain the full abilities of any kekkei genkai, ninjutsu, genjutsu, physical styles, and have a limited pool of chakra and stamina to work with (exceptions only available for the RPC). You may use the body of an NPC from an event or another RPC into a human puppet with permission. You must write ten paragraphs dedicated to discovery of what the body is capable of [via elemental testing, attempting ninjutsu/genjutsu, or what have you. Make a story of discovery. Ten paragraphs is the minimum requirement.]

Human Puppet NPC Rules

• NPC Human puppets have 200 chakra and stamina per body rank of the puppeteer using them with a maximum of 1,200 chakra and stamina at S+ body rank.
tab
• Human puppets submitted as Custom Puppets cannot access sage, nature or corrupt chakras (including curse seals gained from bloodlines, etc) unless your RPC has access to these special energies as well. The proper criteria must be met to use the special abilities. Chakra pools from these respective powers are not granted to the puppet under any circumstances.
tab
• Human puppets submitted as Custom Puppets may not maintain summon contracts with the Sage Lands except your own active RPC is made into a human puppet. Only your character may keep or establish contracts.
tab
• You cannot create an NPC/RPC human puppet anticipating access to utilize any clan contract summons through the puppet. This includes restrictions on a human puppet possessing Scholar and/or Tamer class summoning benefits. Your RPC must have a contract with the desired summons and the benefits aforementioned to use them.
tab
• Yokai or demons cannot be used for human puppets.
tab
• NPC Human Puppets may not have unique personal attributes and are still subject to approval in the Puppet. Please follow the Personal attribute rules for easy, approved attributes.
tab
• NPC Human puppets submitted as Custom Puppets are not permitted access to advanced forms of doujutsu: Magekyou, Tenseigan, Ketsuryūgan
tab
• NPC Human puppets using bloodlines that focus on Taijutsu techniques as their respective bloodline techniques without the Melee Marionette discipline are required to count all bloodline abilities as Spiritual in combat. Using Melee Marionette will allow the puppet to use Complex and Simple attacks from these styles as designed.
tab
• NPC Human puppets and Salvaged RPC human puppets have their own set of stats. Players will use the individual puppet's own set of stats for taijutsu/bukijutsu techniques.
tab
• With the Melee Marionette discipline, users are able to use the higher stats between the puppeteer and human puppet.
tab If your puppeteer has 6 speed, and their human puppet has 4 speed, the human puppet will use their puppeteer's speed stat for all techniques.
tab
• Human puppets generally retain known physical styles (Taijutsu/Bukijutsu) and just about any jutsu learned in life. Some exceptions may be identified as needed. Puppeteers using the Melee Marionette discipline may use a human puppet's known physical styles through that individual puppet only
tab
• Likewise, puppeteers with Arcane Puppetmaster discipline may use ninjutsu and genjutsu listed on the npc human puppet's profile through the individual puppet only. Chakra and Stamina resources are limited per puppet for these techniques and are determined by the aforementioned limitations imposed by the puppeteer's body-rank.



▰ Bloodlines and Puppets:
The guide below supplies more in-depth information about what to consider when applying for a puppet with a bloodline in its build. With insights to Human puppets created as NPCs to be made into a player's personal puppet and information regarding RPC's who seek to become Human Puppets themselves. Some information may reappear from previous segments but this post complies the bulk of extra knowledge for this niche puppet.

▰ Bloodlines on NPC Human Puppet Creations:
This variety of puppet is widely available as Tier 4 creation with a few exceptions knocking this puppet down to requiring the cost of a Tier 3 puppet with all the Tier 4 perks. Puppeteers, in all of their flavors, are the only class capable of getting the very best out of human puppets but with some sacrifices to compensate for fair play.
Consider the following when building an NPC who will be submitted as a Custom puppet that has a bloodline.


▰ Replacing Restricted Features on NPCs:
A normal RPC would be able to make the best of some bloodlines but Puppeteers who seek advanced human puppets often make sacrifices. In this situation, for each approved NPC human puppet, a player has the chance of applying to modify up to a maximum total of two bloodline attributes and apply for custom bloodline attributes when there are certain attributes are not available to a puppet. These bloodline attributes are those automatically granted when selecting a bloodline.
Check the spoilers below to learn more.

•Rules and Requirements

• Modifying a bloodline attribute always requires approval in the Custom Puppet Thread.
• This only works on items found on each bloodline beneath a section labeled "Bloodline Attributes"
• Available to NPC Human puppets only. ]
• 2 bloodline attributes only.
• In your application post, approval mods must be able t know what attributes are being replaced with a new, custom bloodline attribute.
• Custom bloodline attributes must be connected to the bloodline your puppet has and not the Puppeteer's own bloodline (if applicable).
• Bloodline attributes cannot not be modified from one bloodline to fit another, different bloodline. This also applies to Dual Ancestry disciplines.
• If using the Dual Ancestry discipline you can trade out 1 bloodline attribute from each of your two bloodlines.
• You cannot removing any related to a class or specific class requirement from a bloodline attribute

tab • Requirements:
•The bloodline attribute offers access to a summon or summon related features which your RPC cannot access through a human puppet.
•The bloodline attribute offers any use to corrupt, sage, or nature chakra that your RPC is not able to make use of.
•The bloodline attribute offers bonus chakra/stamina.
•The bloodline attribute references crafting and crafted weapons/armor.
•The bloodline attribute references benefits gained from pets or tamer attributes.
•The bloodline attribute gives more experience and ryo.
• When the bloodline attribute offers a combination where more than two features are not valid for use.
Consult the moderator team if you’re not sure of what your human puppet is allowed access to for bloodlines.


▰ The Special Chakras :
As mentioned before, NPC human puppet creations, on their own, cannot use of sage, nature, or corrupt chakras supplied from any curse seals. To use any chakra outside of the ordinary certain requirements are outlined below:

•Your RPC puppeteer must already have access to the same sage or nature chakras to make any use of these abilities on their human puppet.
tab i.e: An RPC with Hoshigaki Sage chakra will not be able to use a human puppet with access to any different form of sage powers.
• If your RPC possesses a curse mark then their human puppet can have access to full curse mark abilities supplied from a bloodline.
tab i.e: An RPC with access to corrupt nature chakra can utilize bloodline curse mark abilities available through certain bloodlines (yozen, kaguya, gemini, etc) but using any corrupt chakra jutsu on a puppet will always require upkeep from the puppet's resource pool. The same resource pool will also pay for any jutsu as per the rules.
• Chakra upkeep to sustain any use of sage, nature, corrupt chakras by the Puppeteer are always required and will increase significantly if a puppet is simultaneously using the same or a similar power.
• NPC Human Puppet creations do not have access to any form separate special chakra pools with the exception of batteries.
• NPC Human Puppet creations cannot be human or animal sages.
• No Celestial Marks on NPC Human Puppet creations.
• No implants.

▰ Bloodline Energy Pools:
• Puppets, of any non-RPC variety, are only allowed one additional chakra resource through the use of batteries gained through crafting or certain cross-class bonuses.
• Outside of chakra batteries, the NPC Human Puppet has a basic resource pool defined by the Puppeteer's body rank. In this situation, Classes do not determine the amount of resources.
• Bloodlines do not grant any additional energy pools or increases in energy pools in anyway. The Shirogane clan is the only exception where a slightly larger human puppet energy pool is available.
• Puppets cannot use passive pool restoration granted by certain bloodlines.

▰ Other Bloodline Features:
Bloodlines listing "abilities" and "traits" are automatically applied to the puppet so long as requirements are met.
• These do not count as "bloodline attributes" and cannot be applied for modification.
• View the spoiler to review specific features that may or may not be available for an NPC human puppet.


• Tenketsu Rot can be made available to be used through the puppet if the puppeteer already has access to it through some other means.
tab
• Puppets with the Aburame bloodline can claim additional insect storage offered in the Aburame bloodline attributes.
tab
• NPC Human Puppet creations with Akimichi bloodline are the only puppet variety that may alter their size above the 20 ft size restriction but follow any durations required per clan jutsu.
tab
• Kemono Shinzō transformations are still available to all human puppets using this clan. It is an innate feature of the bloodline.
tab
• Kenzen'na Kokei human puppet creations are blind. There is no work-around.
tab
• NPC Human Puppet creations can only have cosmetic references in their appearance to Sage/Curse forms. This does not grant any automatic bonuses to the puppet.
tab
• Due to the unusual nature of the Clan of Evil Spirits, a puppet approved with using this bloodline can choose to divide into two puppets with the following restrictions and benefits: While twin puppets are active they will each occupy their own respective amount of PP, utilize the same resource pool, have one activation per puppet, and share the same mechanisms assigned to the Evil Spirits puppet (including any crafted or unique mechanisms).
tab
• Any custom jutsu slots, crafting, mechanism slots, and keystones awarded by class or bloodline are not granted to NPC Human Puppet creations or the player.
tab
• NPC Human Puppets creations do not have access to battle ready pets that would act like regular pets. No additional slots for custom justu, activations, TP, energy pools, etc are available. The selection of bloodline does not change this.
tab
• As previously stated, Human Puppets do not grant access to additional summons that the Puppeteer does not already have a contract with.



 
PostPosted: Tue Nov 07, 2023 7:19 pm
▰RPC Human Puppets:

Mortality becomes near-immortality when your RPC casts their organic bodies aside. Restrictions on RPC Human Puppets are far less and generally mimic the ordinarily organic RPC in terms of everything else!
• This means you have the full benefits of any other RPC with energy pools, summoning contracts, access to bloodlines, attributes, disciplines, and using physical taijutsu and bukijutsu styles without requiring certain disciplines.
• Aside from that one vulnerable spot with all your vitals keeping you alive, you're just as normal as anyone else.

• Human Puppet RPC's possess some form of organic device that gives them life.
• 3 Activations. You don't lose activations playing as a human puppet. Puppets are controlled as normal.
• The mundane needs of your mortal life are no longer necessary! Eating, sleeping, and physical pain are all a thing of the past!

▰Salvaged RPC Human Puppets :

in the event you can convince a fellow player to hand over their decommissioned dead RPC to turn into a human puppet (instead of cashing out on sweet replenish rewards) then consider yourself a very lucky player. These are "salvaged" roleplay character human puppets. This a very rare variety that will keep all character's stats, all personal and bloodline attributes and jutsu collected throughout the character's lifetime.
Rules of Salvaged RPC Human Puppets


Rules of Salvaged RPC Human Puppets

• This feature is only available to Puppeteer class characters.
• Performance Career will not grant access to this feature.
tab
• Energy pools are still capped at 1,200 Chakra/Stamina
tab
• This is the only type of puppet allowed to make use of up to [1] implant available on the body at the time of death. Genetic Palate attribute does not grant additional implants. The implant must already be on the puppet at the time of death. Cannot be added. Only removed.
tab
• Limited to 1 activation only. No exceptions.
tab
• General access to sage, nature, and corrupt chakra are unavailable.
tab
• Summons connected to the RPC are unavailable.
tab
• Additional energy pools the RPC had or gained in life are not available
tab .
• You can’t change these puppets’ classes, implants or bloodlines.
tab
• All Salvaged RPC Human Puppets revert to basic forms (with a maximum of 3 Tomoe on sharingan).
tab • Any advanced doujutsu require Moderator permission to confirm use only if the RPC had previously unlocked Mangekyo, Tenseigan, or /or Ketsuryūgan before death.
tab •Any restrictions placed on the fallen RPC by the previous player cannot be removed.
tab •Any modifications to doujutsu require moderator permission.


Inheriting custom items:
Permission from the original creator of any custom goods made for a fallen RPC is required. Please view the spoiler to learn more:

• This feature enables certain custom and crafted items to be handed over to another player to be used on a Salvaged RPC human puppet:

Scroll Crafted Summons
Weapons and Armor
Crafted Technology and Mechanisms
Custom Jutsu
tab • Items must be submitted for review
tab • Consume your own RPC's crafting slots
tab • Up to [8] custom jutsu from the fallen RPC can consume non-crafting mechanism slots
• Items given to another player through this means may not be modified




▰Doujutsu on Human Puppets:
Conventional puppets are separate entities from their Puppeteer and it is only through a constant, active connection through chakra strings can the Puppeteer reap the rewards of using these highly sought after visual abilities. However, this reward isn't the immediate benefit of sight. The puppeteer doesn't exactly gain a second pair of eyes to look through. Instead, while the flow of chakra is constant, active, and uninterrupted the puppeteer gains a slight sensory edge with an advanced doujutsu bloodline at their disposal.
• In other words, your puppeteer isn't directly gaining the vision as if they have the sharingan or byakugan themselves. For example, the puppeteer can sense the shapes, type of chakras, manipulate genjutsu and desires through the puppet.

▰ Sharingan

• Blindness is applied to doujutsu on Human Puppets with use.
• Blindness may not be changed by any PAs and techniques must follow the blindness system.
• Upon creation a stage number of Tomoe is selected - be it one, two, or three tomoe. There is no growth
• The Sharingan is maintained forever for human puppet creations unless covered by the puppeteer. A puppet with the Sharingan can be active but the sharingan does not have to be in use.
• Once is puppet joins the battle, the doujutsu is considered active as soon as the puppet can spend its activation. Unless the sharingan is covered and out of use there is an upkeep cost required every 3 posts on top of typical costs for your puppet's activations.
tab One-Tomoe: 5 Chakra per post
tab Two-Tomoe: 10 Chakra per post
tab Three-Tomoe: 15 Chakra per post
• Your puppet can copy and learn abilities but limitations are determined by what single stage of the Sharingan this puppet is restricted to using. Only the puppet can use these techniques.


▰ Byakugan
• The Byakugan only grants 359º vision. Your creation will have one critical blind spot. Training will not change this.
• The Byakugan requires a handsign and [15] chakra to activate.
• The Byakugan stays active until the user sees fit.

▰ Sakkakugan
• All traits, abilities, and restrictions of this bloodline apply.
• Your Sakkakugan puppet doesn't have to be "fragile" in frame or design.

Mangekyō , Eternal Mangekyō Sharingan, Tenseigan, and Ketsuryūgan are not available to NPC Human Puppets.
Advanced doujutsu are only available to RPC Human Puppets and Salvaged RPC Human Puppets with Moderator review and consent.
 

Hurrak
Crew

Eternal Lop

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