Post by Manah on Jul 7, 2018 13:31:48 GMT -5
NEW ACTIONS
Jutsu: 9
(Int.bonus)
-Efficient
-Ninjutsu (As Mastery of Elements - Fire, Wind, Lightning, Earth and Water - Unlimited Create/Manipulate [Can't use Water Release to breathe underwater], Force Blast [Fire - 2x damage, sets flammable materials on fire; Wind - 2x damage or Area Effect 5 [may increase with stones]; Lightning - 2x damage, May do Normal or Stun damage; Earth - Normal damage, 2x damage if target is on/in ground, 3x damage if target is underground; Water - Normal and Stun damage, 2x damage is target is in/on/underwater], Fire Specialty [+1 stone from GP to all Fire uses and are Super Efficient; Water takes a -1 Penalty and can't be Efficient], Accumulate Energy)
-Genjutsu (As Create Illusions; Substitution jutsu [when used for this purpose, this action shifted into defense allows [if Kaguya manages to evade damage altogether] the user to 'change places' with a nearby object or person located at less than 30'. That object/person receives the attack instead, and the relocation allows Kaguya to attack from an unexpected angle the next turn.])
-Fuuinjutsu (As Hammerspace; Can also be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc.)
-Yin Release (Can create objects and materials as per Create/Manipulate Matter; and/or create automatons/lifeless creatures as per the Summoning action)
(Int.bonus)
-Efficient
-Ninjutsu (As Mastery of Elements - Fire, Wind, Lightning, Earth and Water - Unlimited Create/Manipulate [Can't use Water Release to breathe underwater], Force Blast [Fire - 2x damage, sets flammable materials on fire; Wind - 2x damage or Area Effect 5 [may increase with stones]; Lightning - 2x damage, May do Normal or Stun damage; Earth - Normal damage, 2x damage if target is on/in ground, 3x damage if target is underground; Water - Normal and Stun damage, 2x damage is target is in/on/underwater], Fire Specialty [+1 stone from GP to all Fire uses and are Super Efficient; Water takes a -1 Penalty and can't be Efficient], Accumulate Energy)
-Genjutsu (As Create Illusions; Substitution jutsu [when used for this purpose, this action shifted into defense allows [if Kaguya manages to evade damage altogether] the user to 'change places' with a nearby object or person located at less than 30'. That object/person receives the attack instead, and the relocation allows Kaguya to attack from an unexpected angle the next turn.])
-Fuuinjutsu (As Hammerspace; Can also be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc.)
-Yin Release (Can create objects and materials as per Create/Manipulate Matter; and/or create automatons/lifeless creatures as per the Summoning action)
Kyuuchi no Jutsu: 8
(Int.bonus)
-Efficient
-As Summoning
-May summon Ninja Bisons or regular bisons of various sizes and kinds, smarter than average
-Base duration of half the Chakra AN on the D&R chart, may increase by stones
-Cannot lose control of the summoning, but Summoned Ninja bisons still retain their free will.
-If summoning normal bisons, Jessie can summon up to 3 bisons per stone used, effectively calling upon more than a dozen in mere seconds.
(Int.bonus)
-Efficient
-As Summoning
-May summon Ninja Bisons or regular bisons of various sizes and kinds, smarter than average
-Base duration of half the Chakra AN on the D&R chart, may increase by stones
-Cannot lose control of the summoning, but Summoned Ninja bisons still retain their free will.
-If summoning normal bisons, Jessie can summon up to 3 bisons per stone used, effectively calling upon more than a dozen in mere seconds.
Kage Bunshin no Jutsu: 9
(Dur.bonus)
-As Duplicate Self, except as follows
-May create up to 1 clone per AN, must pay clones' Durability in stones to create a clone, then 1 stone per clone maintained per panel. Maintaining this does not use up an action per panel.
-Perfect Clones: Clones are as powerful as the original (with the following exception: Clones' Chakra is 2 ANs lower and their Power Level is reduced by 1)
-Original Jessica retains knowledge/sensory experiences of her Clones
-May gain 1 additional LoE by using her Clones to learn something faster.
-Jessica's Clones are created through the Water Clone Technique. She's able to create this many thanks to her incredible amount of chakra.
(Dur.bonus)
-As Duplicate Self, except as follows
-May create up to 1 clone per AN, must pay clones' Durability in stones to create a clone, then 1 stone per clone maintained per panel. Maintaining this does not use up an action per panel.
-Perfect Clones: Clones are as powerful as the original (with the following exception: Clones' Chakra is 2 ANs lower and their Power Level is reduced by 1)
-Original Jessica retains knowledge/sensory experiences of her Clones
-May gain 1 additional LoE by using her Clones to learn something faster.
-Jessica's Clones are created through the Water Clone Technique. She's able to create this many thanks to her incredible amount of chakra.
Hiraishin no Jutsu: 10
(Int.bonus)
-Efficient
-Allows the user to transport themselves, others or given objects to any previously marked location instantaneously. When mastered, when combined with great speed, this Jutsu essentially makes its user one of the fastest beings alive and a very dangerous force to be reckoned with.
-Seal Marking: The user of this technique must first mark an intended location to be able to teleport to it, which is made through simple, brief physical contact, or through application of a seals attached to objects which are then thrown or projected as needed. Marks can be put on basically anything physical, including people or other surrounding features. Marking an object/person/location requires only 1 stone of effect in this action, as long as the user can somehow make contact with any logical action/regular movement. NOTE: The Marking formula never disappears from a marked target once applied, and the user can always teleport there from then on.
-Teleportation: As per the action; May only teleport to marked locations/objects/people/creatures, May teleport to interstellar distances and to Other Dimensions (Must still mark destination first though...), Does not have to travel herself to send others, May teleport objects by paying for Distance, weight and size; Must pay 1 stone per additional guest. NOTE: If user is able to make clones or duplicates, said clones or duplicates can use the technique to summon the original to their side, and vice versa due to their automatic connection with one another.
-Warp Deflect: The movement speed produced by this technique is so such that a gifted user can actually deflect, or even redirect, physical/energy attacks as long as they must physically travel to a target to hit (such as projectiles, thrown weapons, beams of energy, blasts, etc). Stones in this action are used to beat an opponent's Effect stones of such an action; if successful, the attack is deflected harmlessly. If the original attack is beaten by at least 5 stones, it can be redirected at the same original effects stones as originally used.
-Flying Thunder God: Used in battle, this technique is simply devastating, and also very strong defensively. It can be fully combined with Close/Ranged combat (or any combat action which may benefit from great physical speed in some way), and at the same time adds half this action's AN to Initiative, and stones played up to AN to Defense, as long as a minimum of ten different spots have been marked in within, allowing for a solid number of teleportation locations. Additionally, when using to fight against groups of opponents, both Close and Ranged attacks can become Area effect by paying stones for the given area out of this action. This represents the user's ability to seemingly be 'everywhere at once' and attack apparently simultaneously from several sides at once.
(Int.bonus)
-Efficient
-Allows the user to transport themselves, others or given objects to any previously marked location instantaneously. When mastered, when combined with great speed, this Jutsu essentially makes its user one of the fastest beings alive and a very dangerous force to be reckoned with.
-Seal Marking: The user of this technique must first mark an intended location to be able to teleport to it, which is made through simple, brief physical contact, or through application of a seals attached to objects which are then thrown or projected as needed. Marks can be put on basically anything physical, including people or other surrounding features. Marking an object/person/location requires only 1 stone of effect in this action, as long as the user can somehow make contact with any logical action/regular movement. NOTE: The Marking formula never disappears from a marked target once applied, and the user can always teleport there from then on.
-Teleportation: As per the action; May only teleport to marked locations/objects/people/creatures, May teleport to interstellar distances and to Other Dimensions (Must still mark destination first though...), Does not have to travel herself to send others, May teleport objects by paying for Distance, weight and size; Must pay 1 stone per additional guest. NOTE: If user is able to make clones or duplicates, said clones or duplicates can use the technique to summon the original to their side, and vice versa due to their automatic connection with one another.
-Warp Deflect: The movement speed produced by this technique is so such that a gifted user can actually deflect, or even redirect, physical/energy attacks as long as they must physically travel to a target to hit (such as projectiles, thrown weapons, beams of energy, blasts, etc). Stones in this action are used to beat an opponent's Effect stones of such an action; if successful, the attack is deflected harmlessly. If the original attack is beaten by at least 5 stones, it can be redirected at the same original effects stones as originally used.
-Flying Thunder God: Used in battle, this technique is simply devastating, and also very strong defensively. It can be fully combined with Close/Ranged combat (or any combat action which may benefit from great physical speed in some way), and at the same time adds half this action's AN to Initiative, and stones played up to AN to Defense, as long as a minimum of ten different spots have been marked in within, allowing for a solid number of teleportation locations. Additionally, when using to fight against groups of opponents, both Close and Ranged attacks can become Area effect by paying stones for the given area out of this action. This represents the user's ability to seemingly be 'everywhere at once' and attack apparently simultaneously from several sides at once.
Edo Tensei: 10
(Int.bonus)
-Allows user to reincarnate a dead person into an unkillable, tireless body which is then under the user's near absolute control.
-Reincarnation: Using the immobilized/defeated live sacrifice, the user must spend stones to beat the Reincarnated or Living Sacrifice's Durability (whichever is higher). Doing so will cause the victim to be encased in dust and ash until it assumes the appearance of the Reincarnated at the time of death, including clothes. Additionally, the reincarnated are absolutely tireless, can use normally exhausting techniques without pause, have Instant Healing Factor, Instant Limb Regrowth, and Instant Reconstitute Self, and may only be killed/destroyed by sealing its soul away, have the summoner end the technique, giving them emotional closure from a significant source or hitting them in a vital spot to render them into nothingness with a Yin-Yang technique. NOTE: Corpse vessels cannot be used as vessels for the Ten-Tails.
-Activation: The Reincarnated is at first 'inactive' and stored in a coffin, and must be activated via a talisman use (stones VS Intelligence to activate the Reincarnated in this way). The Reincarnated return as powerful as ever at the height of their power, even altering some details from other periods in life if the result is better. However, the Reincarnated retain any permanent body damage or physical limitations the have received in their lifetime.
-Remove personality: While the reincarnated usually have their personality and memories mostly intact, an Attack VS Intelligence+Mental Defense can permanently remove their personality, rendering them mere puppets for the user to manipulate as they please. The lack of their personality and emotion causes them a -1 to all Combat actions, but it is a low price to pay for a fully obedient puppet.
-Control Grid: By using a grid and small pebbles, the user can, as an Attack VS Intelligence+Mental Defense, command the actions of/track/talk through the body of up to AN reincarnated at once from a range of AN.
-Coffin Recall (As Teleportation, May only teleport others back to user/teleport Reincarnated to another Reincarnated proxy, Only functions on targets reincarnated by this technique. Essentially, a coffin will emerge and reclaim the individual to bring it to its next location. May pay additional stones for more than one Reincarnated to be transported.)
-Release: If the user so wishes, they could let go of their control over one or more of their Reincarnated, by simply performing hand seals and paying 1 stone per victim released, regardless of distance. Doing so gives back the target their full free will, yet they will retain the incredible regenerative qualities of the technique, and inability to grow tired regardless of effort or techniques used.
-Requirements: Reincarnating the dead requires DNA of the intended reincarnated (such as blood stains, organs or remains), the soul of the intended reincarnated must be free in the afterlife (as opposed to sealed somehow), and a Living sacrifice is required to use as vessel for the reincarnated (who will die if the reincarnated is sealed away or the technique ends for some reason).
-There is no known limit as to how many Reincarnated can be created/animated at once, as longas the DNA is available, and a life sacrifice can be used.
(Int.bonus)
-Allows user to reincarnate a dead person into an unkillable, tireless body which is then under the user's near absolute control.
-Reincarnation: Using the immobilized/defeated live sacrifice, the user must spend stones to beat the Reincarnated or Living Sacrifice's Durability (whichever is higher). Doing so will cause the victim to be encased in dust and ash until it assumes the appearance of the Reincarnated at the time of death, including clothes. Additionally, the reincarnated are absolutely tireless, can use normally exhausting techniques without pause, have Instant Healing Factor, Instant Limb Regrowth, and Instant Reconstitute Self, and may only be killed/destroyed by sealing its soul away, have the summoner end the technique, giving them emotional closure from a significant source or hitting them in a vital spot to render them into nothingness with a Yin-Yang technique. NOTE: Corpse vessels cannot be used as vessels for the Ten-Tails.
-Activation: The Reincarnated is at first 'inactive' and stored in a coffin, and must be activated via a talisman use (stones VS Intelligence to activate the Reincarnated in this way). The Reincarnated return as powerful as ever at the height of their power, even altering some details from other periods in life if the result is better. However, the Reincarnated retain any permanent body damage or physical limitations the have received in their lifetime.
-Remove personality: While the reincarnated usually have their personality and memories mostly intact, an Attack VS Intelligence+Mental Defense can permanently remove their personality, rendering them mere puppets for the user to manipulate as they please. The lack of their personality and emotion causes them a -1 to all Combat actions, but it is a low price to pay for a fully obedient puppet.
-Control Grid: By using a grid and small pebbles, the user can, as an Attack VS Intelligence+Mental Defense, command the actions of/track/talk through the body of up to AN reincarnated at once from a range of AN.
-Coffin Recall (As Teleportation, May only teleport others back to user/teleport Reincarnated to another Reincarnated proxy, Only functions on targets reincarnated by this technique. Essentially, a coffin will emerge and reclaim the individual to bring it to its next location. May pay additional stones for more than one Reincarnated to be transported.)
-Release: If the user so wishes, they could let go of their control over one or more of their Reincarnated, by simply performing hand seals and paying 1 stone per victim released, regardless of distance. Doing so gives back the target their full free will, yet they will retain the incredible regenerative qualities of the technique, and inability to grow tired regardless of effort or techniques used.
-Requirements: Reincarnating the dead requires DNA of the intended reincarnated (such as blood stains, organs or remains), the soul of the intended reincarnated must be free in the afterlife (as opposed to sealed somehow), and a Living sacrifice is required to use as vessel for the reincarnated (who will die if the reincarnated is sealed away or the technique ends for some reason).
-There is no known limit as to how many Reincarnated can be created/animated at once, as longas the DNA is available, and a life sacrifice can be used.
Nara Shadow Jutsu: 10
(Int.bonus)
-Efficient
-As Mastery of Shadows
-Manipulate Shadows
-Shadow Tricks (As Create Illusions via existing shadows)
-Shadow Imitation Technique (Area Atk VS Agl+Reflexive Dodge; Any stone of damage links the victims' shadows to the user's, whose every move then must be repeated by the victims.)
-Shadow Beast Jutsu (Allows Jessica to turn her shadow into huge monsters that will devour foes and then copy their abilities. Functions as Summoning; summoned beasts are always Loyal to her, and are always capable of swallowing a human-sized target whole. Jessica can resummon the same beast or new ones as she pleases.)
(Int.bonus)
-Efficient
-As Mastery of Shadows
-Manipulate Shadows
-Shadow Tricks (As Create Illusions via existing shadows)
-Shadow Imitation Technique (Area Atk VS Agl+Reflexive Dodge; Any stone of damage links the victims' shadows to the user's, whose every move then must be repeated by the victims.)
-Shadow Beast Jutsu (Allows Jessica to turn her shadow into huge monsters that will devour foes and then copy their abilities. Functions as Summoning; summoned beasts are always Loyal to her, and are always capable of swallowing a human-sized target whole. Jessica can resummon the same beast or new ones as she pleases.)
Puppet Making
CL= AN+4
-Intelligence Bonus
-Puppet Crafting: May be used to craft regular, normal puppets.
-Combat/Utility Puppets: This represents the user's ability and lore allowing them to create puppets capable of combat and other useful actions. Those puppets use most of the PA rules regarding how they can be used. Aside from the base Abilities (Puppets have no real intelligence, with their S.I being mostly used to know how many actions per panel they can use), the creator can impart them with as many "factors" (Actions, Modifiers, Weapon systems, etc) as Half (this action's AN + creator's Intelligence AN), rounded up. In theory, only skills and actions that can be naturally learned through normal means, or realistic (depending on available technology) weapons and systems, can be added to a puppet that way. The AN/MN of any such factor cannot exceed half this action's AN + Intelligence AN, rounded up, but the creator can also add options/advantages for a value equal to 1/3 this value, also rounded up. Creating a puppet this way requires a total amount of stones equal to the sum of all factors ANs/MNs (and base Abilities). The Puppet Maker can put stones in this action every hour, but the process can be sped up by spending stones in Chakra as well.
OPTIONS
CL= AN+4
-Intelligence Bonus
-Puppet Crafting: May be used to craft regular, normal puppets.
-Combat/Utility Puppets: This represents the user's ability and lore allowing them to create puppets capable of combat and other useful actions. Those puppets use most of the PA rules regarding how they can be used. Aside from the base Abilities (Puppets have no real intelligence, with their S.I being mostly used to know how many actions per panel they can use), the creator can impart them with as many "factors" (Actions, Modifiers, Weapon systems, etc) as Half (this action's AN + creator's Intelligence AN), rounded up. In theory, only skills and actions that can be naturally learned through normal means, or realistic (depending on available technology) weapons and systems, can be added to a puppet that way. The AN/MN of any such factor cannot exceed half this action's AN + Intelligence AN, rounded up, but the creator can also add options/advantages for a value equal to 1/3 this value, also rounded up. Creating a puppet this way requires a total amount of stones equal to the sum of all factors ANs/MNs (and base Abilities). The Puppet Maker can put stones in this action every hour, but the process can be sped up by spending stones in Chakra as well.
OPTIONS
- Superior Puppets (+1; Puppets created by a Maker with this option use 2/3 this action's AN + 2/3 Intelligence AN, rounded up, to determine the max number of Factors. Also, the max AN/MN of Factors/abilities is increased by 2.)
- Masterful Puppets (+3; Puppeteers with this option may have as many factors as this action's AN + Intelligence,. Also, the max AN/MN of any such Factor is increased by 4.)
- Realistic Puppets (+1; the Puppet Maker can create puppets that are difficult to distinguish from a real creature. If the maker chooses to do so, one needs o beat a difficulty of this action's AN with either regular (by putting stones in Intelligence) or Enhanced Senses of some kind, in order to recognize it as a puppet by sight, smell or hearing. Touching it, however, will quickly reveal its true nature.)
- Fast Crafting (+1; Puppet Makers with this option can spend stones to build their puppets every ten minutes, rather than per hour.)
- Spare Puppets (+2; the Puppet Maker with this option can easily build puppets he has already created in the past in a much shorter time. Doing so takes 1/10 the original time it took to build the puppet in the first place, allowing a Puppet Maker to build several copies or replacements of an already built puppet easily.)
- High Tech Puppets (+2; the Puppet Maker can create Puppets equipped with technologically advanced weapons and systems, such as machine guns, flamethrowers, missile launchers, etc. See PA rules for ideas.)
- Human Puppets (+4; this terrifying technique allows a Puppet Maker to use a dead body as the base material for a puppet. The corpse must be relatively fresh (as in, there must be more than just a skeleton left; most of the flesh must still be on; if the corpse has been dead for more than a weak, the 'Realistic Puppets' option cannot be used with a Human Puppet), and the Puppet Maker must have Chakra at least at an AN equal to the dead body's base Durability AN. The process stops the corpse's decay, turns it into a puppet, and allow the creator to install new features on it, as per a normal puppet. In order to create such a puppet, the Maker must spend a total of Stones equal to the target body's Durability x 10, plus the stones of added factors. Such features are more limited, however: a Human Puppet may only receive up to 1/3 (action's AN + Intelligence AN) factors, rounded up. On the other hand, they retain what Abilities/Actions/Modifiers they had when they were alive, within reason, making them very powerful puppets if the appropriate body is used. Additionally, such puppets have access to their Chakra and any Kekkei Genkai they could use in life.)
- Inhuman Puppets (+1, must take Human Puppets as a prerequisite. The Puppet Maker can make puppets out of the corpses of any creature, not just humans. Animals, aliens, fish, etc.)
- Puppet Self (+3; requires this action at AN 8 and Chakra at AN 8; buying this option gives the user the necessary lore to transfer their personality, emotions, knowledge and memories (their very being, in other words) inside a small cylinder (a "core") which can then insert itself inside any puppet body which will then function as the user's body. Doing so has several advantages, first being Immortality; a core does not age without an organic body around it. User is also a Self-Contained Lifeform, and is Immune to all Poisons and Diseases, since their body is gone. Finally, being in such a state also unlocks the ultimate and most powerful ability of a Puppeteer: The Red Secret Technique, Performance of a Hundred Puppets.
Chakra Threads
CL= AN+3
-Intelligence Bonus
-Require Chakra at AN 1/AN of this action
-As Telekinesis, with 2 Wpn.modifiers; the user can attach Chakra threads to objects to manipulate them from a distance.
-May spend 1 stone per AN to attach chakra threads to one special puppet prepared beforehand/stone spent (see Puppet Maker action), allowing the user to control them as per the action 'Puppeteer'. 10 is the normal maximum, as one thread can be manipulated per finger. Once they are attached, this action needs not be maintained.
-Additonally, can use to transfer Chakra (Energy) both to others, or to one's puppets.
-When in use, one or two hands of the user's are occupied and cannot be used for something else (5 chakra threads per hand, so if 5 threads or less, one hand is still free. Otherwise...)
-Range: 4
OPTIONS
CL= AN+3
-Intelligence Bonus
-Require Chakra at AN 1/AN of this action
-As Telekinesis, with 2 Wpn.modifiers; the user can attach Chakra threads to objects to manipulate them from a distance.
-May spend 1 stone per AN to attach chakra threads to one special puppet prepared beforehand/stone spent (see Puppet Maker action), allowing the user to control them as per the action 'Puppeteer'. 10 is the normal maximum, as one thread can be manipulated per finger. Once they are attached, this action needs not be maintained.
-Additonally, can use to transfer Chakra (Energy) both to others, or to one's puppets.
-When in use, one or two hands of the user's are occupied and cannot be used for something else (5 chakra threads per hand, so if 5 threads or less, one hand is still free. Otherwise...)
-Range: 4
OPTIONS
- Invisible Threads (+1; the user can make their chakra threads invisible to the naked eye, making it necessary to rely on special visions to beat an AN equal to that of this Action in order to see them.)
- Living Puppets (+2; by attaching at least one Chakra thread to a person/being, the Puppeteer can take control of their body through their Chakra, acting as an Atk VS Defense + Durability. If any "damage" occurs, the victim is controlled as a puppet for 1 panel/red stone of damage. This counts against the max number of puppets one may control at once.
- Longer Range (+1, increases the Range the Puppets can be manipulated to 6.)
- Pure Chakra Puppeteer (+3; a Puppeteer with this ability can manipulate Chakra threads with their very mind, and need not even use their fingers to create and manipulate them, freeing their hands. However, even such exceptional users may not use more than 1 Thread per AN.)
Puppeteer
CL= AN+4
-Agility Bonus
-Manipulate Puppets: Once the Chakra threads are attached, this action is used to manipulate up to the maximum number of puppets at once as determined by the number of Chakra threads once can manipulate effectively at once. This action must be spent every panel even if not putting stones in it to maintain a proper use of one's puppet, but putting stones in it allow the user to add stones directly to a puppet's actions, up to AN per puppet, making this technique very powerful with proper puppets.
OPTIONS
CL= AN+4
-Agility Bonus
-Manipulate Puppets: Once the Chakra threads are attached, this action is used to manipulate up to the maximum number of puppets at once as determined by the number of Chakra threads once can manipulate effectively at once. This action must be spent every panel even if not putting stones in it to maintain a proper use of one's puppet, but putting stones in it allow the user to add stones directly to a puppet's actions, up to AN per puppet, making this technique very powerful with proper puppets.
OPTIONS
- Jutsu Transfer (+2; the Puppeteer can activate a Jutsu via a Puppet rather than himself, making his attacks more unpredictable and difficult to defend from. This includes other special powers and techniques, making for a deadly surprise attack potential.)
- Puppet Tactics and Teamwork (+2; this options allows Puppets to ignore one another, if they so choose, when performing area attacks or effects. This allows them to fight effectively in teams despite their possibly destructive powers for one another. Even area effects won't target friendly puppets, or their puppeteer.)
- Red Secret Technique: Performance of a Hundred Puppets (+6; this incredibly powerful technique may only be performed by a Puppet Master who has used the Puppet Self ability of Puppet Maker to make themselves into a Core. Under such a state, a Puppeteer is capable of creating and using effectively 100 Chakra threads, manipulating up to 100 Puppets all at once (in which case, when using this technique, each stone played in Chakra Thread allows the user to attack 10 threads to ten different puppets; the activation of this technique is surprisingly fast), with just as much skill as any other Puppeteer using fewer puppets. Of course, to use that many puppets, one must actually have that many puppets at the ready, prepared in advance and usually stored via Fūinjutsu. It is, obviously, possible to use fewer Puppets, but the technique is (obviously) less powerful accordingly.