Puppet Parts Vol. 2
Jan 14, 2013 19:09:52 GMT -8
Post by Etherion on Jan 14, 2013 19:09:52 GMT -8
Chakra Shield Projector
Rank: D - S
Type: Puppet Attachment / Defensive
Special: Consumes a certain amount of slots depending on attachment quality (rank). The shield's size and defensive capabilities are equivalent to its rank.
Description: For the puppeteers craving a solid near-instant defense the Chakra Shield Projector provides just that. Typically placed within the arm of a puppet panels are then opened and spread out so that the chakra may circulate around into the circular form of a shield. This however is a more archaic method of using the shield, more modern forms of this shield range from a solid circular disc to simply projecting a wide field of chakra curving around the puppet like water running over a sphere.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Cable Spool
Rank: D - S
Type: Puppet Attachment / Offensive
Special: Consumes a certain amount of slots depending on attachment quality (rank). The strength, length and amount of cables are equivalent to this attachments rank. Can pay an extra 1,000 Ryo to add 3 meters length to any rank attachment and 1 slot of size will be added per increase, so a 3 meter cable with two lengths bought will take up 4 slots rather than just 2. (Max length possible of these cables are 18 meters.)
Description: A vastly versatile tool and attachment within the puppeteer's arsenal, the Cable Spool features a length of thick metal rope, typically with a metal spike-like tip, it can be used to ensnare, entrap, skewer, or strangle the victim of the puppet. Commonly wrapped around a rotating spool or a spike, the cable can be stored within a puppet with exit holes anywhere on the body from the skull to a palm or even just an empty cavity like a hollowed torso.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Liquid Ice Cannon
Rank: D - S
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots and travels a certain distance depending on attachment quality (rank). Fuel Tank (100 Uses) included in cannon design. Burst is equivalent to a single jutsu use, and cold levels depend on cannon's rank. Rank determines the amount of bursts that can be used per turn; surpassing that number forces the cannon to freeze then crack and thus become unusable for the rest of the battle/thread.
Description: A cannon style tube leading to a tank like structure full of fuel in the puppet. The cannon can lead out through any body part. Using pressurized liquid the user can expel a stream of near-instant freezing liquid at a dangerous rate. The freezing rate of the surroundings of the cannon are placed at such an extreme when freezing it will even form small spikes of ice rising from the ground (1 foot at most) though the extreme speed makes it possible for the freezing process to entrap those a foot away, be it on ground or in the air.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Senbon Battery
Rank: D - S
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots depending on attachment quality (rank). The range of the projectiles and the spray are equivalent to the rank of this part. May only be bought by chuunin or higher ranked puppeteers. Anyone less must prove their worth to the Puppet Corps of Sunagakure in an A-rank quest to obtain PERMISSION not a freebie.
Description: A more potent version of the Senbon Launcher built for war offensives by the Puppet Corps. This version of the launcher houses canisters of senbon that are shot over the field of battle before spraying their housing of needles onto the unsuspecting combatants below. These are most usually seen in some kind of large container such as a barrel that then opens and the canisters are then fired from them.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Rank: C
Type: Puppet ammo
Special: Ammo for use with with the Senbon Battery
Description: A canister about 6 inches long and 4 inches wide, filled with up to 20 razor sharp senbon, and with fold-able flaps along the side which make it spin once fired. Designed to be fired with others from a Battery, it will open after being in the air for three seconds and rain down its payload. The height along with the rotation serve to spread the senbon over a wide area.
Cost: 500 Ryo (for four) [/ul]
Artillery Battery
Rank: D - S
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots depending on attachment quality (rank). The range of the projectiles and the blasts are equivalent to the rank of this part. May only be bought by chuunin or higher ranked puppeteers. Anyone less must prove their worth to the Puppet Corps of Sunagakure in an A-rank quest to obtain PERMISSION not a freebie.
Description: A military based offensive designed for anti-war tactics within the Puppet Corps. Set along wide areas of the puppet the Artillery Battery fires a barrage of super explosive shells which will destroy scores of enemy and slightly reshape the battlefield. These are most usually seen in some kind of large container such as a barrel that then opens and the loaded shells are then fired from them.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Rank: C
Type: Puppet Ammo
Special: Ammo for use with the Artillery Battery
Description: A specialized capsule crammed full of explosive tags used to decimate large numbers of foes. The capsule is comprised of a 6 inch hollow domed tube filled and covered in explosive tags. The heft of the metal will help it complete its journey once launched and carry it back down to its target where the explosives may wreak their havoc and destroy their target.
Cost: 500 (per pair)[/ul]
Anti-Jamming Projector
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The protection's ability is equal to it's rank.
Description: Jamming, a system designed to disrupt radar, sonar, and various types of electronic equipment. As one would expect, as soon as it began to become commonplace, anti-jamming countermeasures began to follow suit. While some opted for simply using powerful radars, specific anti-jamming devices were also developed. These range from increasingly dense shielding to altering the wavelengths used and more.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Inflaming Modifier
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The heat's ability to deal damage is equivalent to it's rank. These mods can be active for an amount of turns equal to the amount of slots the mod takes up but requires a two turn recharge period, if used for more turns than it is capable the mod will break and must be replaced.
Description: A specialized offensive modification, The Inflaming Mod is set up to charge, to some degree, all weapon systems present in the puppet with heat and flames. The upgrades available from the Inflaming Mod range from heavy burns to near-plasma-grade weaponry depending on the amount of heat and flames that the mod is capable of pumping into the puppets.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Tachyon Fortifier
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The enhancing effect is equivalent to this parts rank and enhances strength, durability, and the ability of the parts present on the puppet.
Description: Named for a mythical form of energy, the Tachyon Fortifier vastly increases the output of all puppet gears and attachments equipped. The Fortifier works by drawing in air from around the puppet to energize the signals going through the puppet while also increasing the amount of energy the parts of the puppet are able to take and deal out.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Combination System
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). This system allows two puppets that are designated for each other to combine into a more efficient puppet for whatever the creator needs. However combined puppets require as many strings to control as the number of puppets that comprise its bulk, a combined puppet of 3 original puppets requires three strings to control. Both puppets must have the same ranking Combination System as well.
Description: For those puppeteers with new ideas and the innovative ingenuity to bring them to life, the creation of the Combination System was set forward so that creative puppeteers may throw their puppets together. The benefits from this combination could be enhanced speed or even armor though one cannot simply throw together any number of puppets to create some huge monstrous puppet, puppets that combine together must be designated to one another to ensure the strength and maneuver ability of the structure. All puppets meant to combine must be specified and each puppet must contain the Combination System, one may create a puppet with a combination system unspecified until the desired 'other' is created at which time the new puppet may be designated.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Rank: D - S
Type: Puppet Attachment / Defensive
Special: Consumes a certain amount of slots depending on attachment quality (rank). The shield's size and defensive capabilities are equivalent to its rank.
- 'D' – 2 slots // 2 meters wide
- 'C' – 4 slots // 4 meters wide
- 'B' – 6 slots // 6 meters wide
- 'A' – 8 slots // 8 meters wide
- 'S' – 10 slots // 10 meters wide
Description: For the puppeteers craving a solid near-instant defense the Chakra Shield Projector provides just that. Typically placed within the arm of a puppet panels are then opened and spread out so that the chakra may circulate around into the circular form of a shield. This however is a more archaic method of using the shield, more modern forms of this shield range from a solid circular disc to simply projecting a wide field of chakra curving around the puppet like water running over a sphere.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Cable Spool
Rank: D - S
Type: Puppet Attachment / Offensive
Special: Consumes a certain amount of slots depending on attachment quality (rank). The strength, length and amount of cables are equivalent to this attachments rank. Can pay an extra 1,000 Ryo to add 3 meters length to any rank attachment and 1 slot of size will be added per increase, so a 3 meter cable with two lengths bought will take up 4 slots rather than just 2. (Max length possible of these cables are 18 meters.)
- 'D' – 2 slots / 3 meter length / can pierce flesh/glass
- 'C' – 4 slots / 6 meter length / can pierce wood/bone
- 'B' – 6 slots / 9 meter length / can pierce earth/mud
- 'A' – 8 slots / 12 meter length / can pierce ice/stone
- 'S' – 10 slots / 15 meter length / can pierce metal/armor
Description: A vastly versatile tool and attachment within the puppeteer's arsenal, the Cable Spool features a length of thick metal rope, typically with a metal spike-like tip, it can be used to ensnare, entrap, skewer, or strangle the victim of the puppet. Commonly wrapped around a rotating spool or a spike, the cable can be stored within a puppet with exit holes anywhere on the body from the skull to a palm or even just an empty cavity like a hollowed torso.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Liquid Ice Cannon
Rank: D - S
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots and travels a certain distance depending on attachment quality (rank). Fuel Tank (100 Uses) included in cannon design. Burst is equivalent to a single jutsu use, and cold levels depend on cannon's rank. Rank determines the amount of bursts that can be used per turn; surpassing that number forces the cannon to freeze then crack and thus become unusable for the rest of the battle/thread.
- 'D' – 4 slots // 3 Bursts @ 5 meters
- 'C' – 8 slots // 6 Bursts @ 10 meters
- 'B' – 12 slots // 9 Bursts @ 15 meters
- 'A' – 16 slots // 12 Bursts @ 20 meters
- 'S' – 20 slots // 15 Bursts @ 25 meters
Description: A cannon style tube leading to a tank like structure full of fuel in the puppet. The cannon can lead out through any body part. Using pressurized liquid the user can expel a stream of near-instant freezing liquid at a dangerous rate. The freezing rate of the surroundings of the cannon are placed at such an extreme when freezing it will even form small spikes of ice rising from the ground (1 foot at most) though the extreme speed makes it possible for the freezing process to entrap those a foot away, be it on ground or in the air.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Senbon Battery
Rank: D - S
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots depending on attachment quality (rank). The range of the projectiles and the spray are equivalent to the rank of this part. May only be bought by chuunin or higher ranked puppeteers. Anyone less must prove their worth to the Puppet Corps of Sunagakure in an A-rank quest to obtain PERMISSION not a freebie.
- 'D' – 2 slots / 4 canisters / canisters travel up to 10 meters / spray covers 5 meters
- 'C' – 4 slots / 8 canisters / canisters travel up to 15 meters / spray covers 10 meters
- 'B' – 6 slots / 12 canisters / canisters travel up to 20 meters / spray covers 15 meters
- 'A' – 8 slots / 16 canisters / canisters travel up to 25 meters / spray covers 20 meters
- 'S' – 10 slots / 20 canisters / canisters travel up to 30 meters / spray covers 25 meters
Description: A more potent version of the Senbon Launcher built for war offensives by the Puppet Corps. This version of the launcher houses canisters of senbon that are shot over the field of battle before spraying their housing of needles onto the unsuspecting combatants below. These are most usually seen in some kind of large container such as a barrel that then opens and the canisters are then fired from them.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Rank: C
Type: Puppet ammo
Special: Ammo for use with with the Senbon Battery
Description: A canister about 6 inches long and 4 inches wide, filled with up to 20 razor sharp senbon, and with fold-able flaps along the side which make it spin once fired. Designed to be fired with others from a Battery, it will open after being in the air for three seconds and rain down its payload. The height along with the rotation serve to spread the senbon over a wide area.
Cost: 500 Ryo (for four) [/ul]
Artillery Battery
Rank: D - S
Type: Puppet Launcher / Ranged
Special: Consumes a certain amount of slots depending on attachment quality (rank). The range of the projectiles and the blasts are equivalent to the rank of this part. May only be bought by chuunin or higher ranked puppeteers. Anyone less must prove their worth to the Puppet Corps of Sunagakure in an A-rank quest to obtain PERMISSION not a freebie.
- 'D' – 2 slots / 2 shells / shells travel up to 8 meters / blasts cover 4 meters
- 'C' – 4 slots / 4 shells / shells travel up to 16 meters / blasts cover 8 meters
- 'B' – 6 slots / 6 shells / shells travel up to 32 meters / blasts cover 12 meters
- 'A' – 8 slots / 8 shells / shells travel up to 40 meters / blasts cover 16 meters
- 'S' – 10 slots / 10 shells / shells travel up to 48 meters / blasts cover 20 meters
Description: A military based offensive designed for anti-war tactics within the Puppet Corps. Set along wide areas of the puppet the Artillery Battery fires a barrage of super explosive shells which will destroy scores of enemy and slightly reshape the battlefield. These are most usually seen in some kind of large container such as a barrel that then opens and the loaded shells are then fired from them.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Rank: C
Type: Puppet Ammo
Special: Ammo for use with the Artillery Battery
Description: A specialized capsule crammed full of explosive tags used to decimate large numbers of foes. The capsule is comprised of a 6 inch hollow domed tube filled and covered in explosive tags. The heft of the metal will help it complete its journey once launched and carry it back down to its target where the explosives may wreak their havoc and destroy their target.
Cost: 500 (per pair)[/ul]
Anti-Jamming Projector
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The protection's ability is equal to it's rank.
- 'D' – 2 slots / guards from D rank jamming techniques and equipment.
- 'C' – 4 slots / guards from C rank jamming techniques and equipment.
- 'B' – 6 slots / guards from B rank jamming techniques and equipment.
- 'A' – 8 slots / guards from A rank jamming techniques and equipment.
- 'S' – 10 slots / guards from S rank jamming techniques and equipment.
Description: Jamming, a system designed to disrupt radar, sonar, and various types of electronic equipment. As one would expect, as soon as it began to become commonplace, anti-jamming countermeasures began to follow suit. While some opted for simply using powerful radars, specific anti-jamming devices were also developed. These range from increasingly dense shielding to altering the wavelengths used and more.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Inflaming Modifier
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The heat's ability to deal damage is equivalent to it's rank. These mods can be active for an amount of turns equal to the amount of slots the mod takes up but requires a two turn recharge period, if used for more turns than it is capable the mod will break and must be replaced.
- 'D' – 1 slot / can melt or inflame flesh/glass
- 'C' – 2 slots / can melt or inflame wood/bone
- 'B' – 3 slots / can melt or inflame earth/mud
- 'A' – 4 slots / can melt or inflame ice/stone
- 'S' – 5 slots / can melt or inflame metal/armor
Description: A specialized offensive modification, The Inflaming Mod is set up to charge, to some degree, all weapon systems present in the puppet with heat and flames. The upgrades available from the Inflaming Mod range from heavy burns to near-plasma-grade weaponry depending on the amount of heat and flames that the mod is capable of pumping into the puppets.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Tachyon Fortifier
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). The enhancing effect is equivalent to this parts rank and enhances strength, durability, and the ability of the parts present on the puppet.
- 'D' – 2 slots / enhances by one rank
- 'C' – 4 slots / enhances by two ranks
- 'B' – 6 slots / enhances by three ranks
- 'A' – 8 slots / enhances by four ranks
- 'S' – 10 slots / enhances by five ranks
Description: Named for a mythical form of energy, the Tachyon Fortifier vastly increases the output of all puppet gears and attachments equipped. The Fortifier works by drawing in air from around the puppet to energize the signals going through the puppet while also increasing the amount of energy the parts of the puppet are able to take and deal out.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo
Combination System
Rank: D - S
Type: Puppet Gear / Self
Special: Consumes a certain amount of slots depending on attachment quality (rank). This system allows two puppets that are designated for each other to combine into a more efficient puppet for whatever the creator needs. However combined puppets require as many strings to control as the number of puppets that comprise its bulk, a combined puppet of 3 original puppets requires three strings to control. Both puppets must have the same ranking Combination System as well.
- 'D' – 3 slots // full combination in 2 turns
- 'C' – 6 slots // full combination in 1 and ½ turns
- 'B' – 9 slots // full combination in 1 turn
- 'A' – 12 slots // full combination in 1/2 a turn
- 'S' – 15 slots // full combination near-instant
Description: For those puppeteers with new ideas and the innovative ingenuity to bring them to life, the creation of the Combination System was set forward so that creative puppeteers may throw their puppets together. The benefits from this combination could be enhanced speed or even armor though one cannot simply throw together any number of puppets to create some huge monstrous puppet, puppets that combine together must be designated to one another to ensure the strength and maneuver ability of the structure. All puppets meant to combine must be specified and each puppet must contain the Combination System, one may create a puppet with a combination system unspecified until the desired 'other' is created at which time the new puppet may be designated.
Cost: D: 250 // C: 500 // B: 1,000 // A: 5,000 // S: 10,000 Ryo