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s Credits..................................................................................

3
OGL .................................................................................. 4
s Section 1: The Puppet Show..............................................6
s Section 2: Theatrical Accessories.......................................8
s Section 3: The Cast of Characters...................................10
s Section 4: The Puppet Theater........................................14
Puppet Theater Techniques Index ....................................19
s Section 5: Tools of the Trade...........................................20
Special Materials ..............................................................20
Puppet Components .........................................................20
Modern Puppet Components ............................................25
Puppet Cores ....................................................................27
s Section 5: The Crew..........................................................29
Miyomaru ........................................................................29
Dire Wolf Animal Puppet: Motokiyo ............................30
Okuni ............................................................................... 30
Utility Puppet: Sanzaburou ............................................31
CREDITS
Design and Managing Editor Proofreaders
Frankto Vinneti Frankto Vinneti, Christopher Kawasaki,
Alex Rovinski, Jason "SirShadow"
Design Advisor
Alex Rovinski, Christopher Kawasaki, Jason Special Thanks
"SirShadow" Frederick Cross, Wizards of the Coast, Skip
Williams, Charles Ryan, Kishimoto
Playtesters Masashi, and the entire community of the
Frankto Vinneti, Christopher Kawasaki, Nd20 forums!
Jason "SirShadow"
Thank you!
Translations
Frankto Vinneti

This ND20 supplement is designed for use with the ND20 and d20 Modern Roleplaying Game published by
Wizards of the Coast™. To be able to comprehend and use the game to its full extent, you should purchase
the d20 Modern Core Rulebook as well as download, entirely free of charge, the ND20: Scrolls of
Knowledge, Volume I rulebook, if you have not already. An alternative solution would be to read the
System Reference Document (SRD) which contains every OGC portion of the rulebook, minus any artwork
and flavor text shown in the original product.

The Playwright's Primer contains a slew of new options for puppeteers young and old.

Playwright's Primer is Copyright ©2004-2011, Frankto Vinneti. Unauthorized distribution of this entirely
product is strictly forbidden without authorization from the author.
OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
The Playwright's Primer is Copyright ©2004-2011, Frankto Vinneti. Unauthorized distribution of this product is
strictly forbidden without the authorization of the author.
OPTIONAL CONTENT—VOLUME III: PUPPETRY
The Playwright's Primer is a staple for every puppeteer's education in the fine arts of
puppetry and covers a number of topics, from essays for or against the creation of living
puppets, new and inventive ways to do battle as a puppeteer, and interesting new gadgets
to keep even the most difficult customer interested for days and weeks to come. See our
mail-order catalog for more details!

This supplement contains a wealth of new material for every aspiring and veteran
puppeteer, and includes 6 new feats, 1 new occupation, 4 new sealed items, 1 new
prestige class, 10 new techniques, 1 new epic technique, 35 new puppet components, 6
new puppet cores and 2 iconic characters for the GM to use in his or her campaign.

SECTION I: THE PUPPET SHOW


This segment is dedicated to new feats and occupations introduced in this supplement
that any puppeteers should look into.

New Feats
The feats below serve to aid the puppeteer in combat by increasing his ability to control
multiple puppets or improve his use of components.

Advanced Multipuppet Fighting


Prerequisite: Multipuppet Fighting, Improved Multipuppet Fighting, Advanced Puppetry
III class ability.
Benefit: The penalty to a puppet's defense and saving throws from using multiple puppets
is reduced to -1 per controlled puppet after the first.
Normal: The puppeteer's animated puppet normally suffer a -2 penalty to defense and
saving throws per puppet controlled after the first.

Craft Epic Puppets [Epic, Item Creation]


Prerequisite: Craft (mechanical) 24 ranks, Repair 24 ranks, Craft Puppets, Advanced
Puppetry III class ability.
Benefit: You can improve any animal, combat, human or utility puppet significantly by
adding extra free points to it.

The attempt requires a Craft (mechanical) check DC 45, has a purchase DC 35 and takes
56 hours of work, but adds 2 free points to the puppet in addition to any existing free
points it may have, and does not count towards the limit of free points the puppet core
may have. A puppet can only benefit from this feat once, but the process can be done at
any time after the puppet's creation.

Improved Multipuppet Fighting


Prerequisite: Multipuppet Fighting, Advanced Puppetry II class ability.
Benefit: Reduce the chakra cost of each individual puppet by 1 when animating more
than one puppet.

Master of Puppets [Epic]


Prerequisite: Ninjutsu 24 ranks, Advanced Puppetry IV class ability.
Benefit: You can control five Small or Medium puppets or 2 Large puppets at once with
your Puppetry ability.

You can animate a Huge puppet instead by increasing the chakra cost of the Puppetry
ability by 10. A huge puppet cannot be animated with D- or C-Class chakra threads, and
imposes a -4 penalty to attack and damage rolls, saving throws and defense when not
animated with A-Class or better chakra threads.

Perfect Technique Preservation


Prerequisite: Int 17, Advanced Puppetry III class ability, Technique Preservation class
ability.
Benefit: The human puppet can pay up to one-half the chakra cost of techniques used
through the technique preservation class ability, rounded down.

Trap Master
Prerequisite: Puppetry class ability.
Benefit: The saving throw difficulty class of your puppet components increases by 1, and
you gain a +1 bonus to attack rolls with components.
Components that change a natural attack or gain a natural attacks are not affected, neither
are the saving throws difficulty of poisons delivered through those components.

The Puppet Master


Through hard work, intensive practice and study, you have taken your first steps on the
path of the puppeteer. Often underestimated and overlooked, you are sometimes
considered a joke among your peers. This seldom lasts after you display the sheer efficacy
and efficiency of your puppeteer skills.

Vaudevillian: You are a performer, a wandering artiste, a master of puppets; the man
behind the curtain. You can create a masterpiece performance with a wave of your right
hand, and bring devastation and woe with a wave of your left.
Prerequisite: Age 15+.
Skills: Select any three skills from the following list as permanent class skills. If a skill
the character selects is already a class skill, he receives a +1 competence bonus on checks
using that skill: Chakra Control, Craft (calligraphy, chemical, mechanical),
Concentration, Decipher Script, Disable Device, Disguise, Genjutsu, Hide, Knowledge
(earth and life science, ninja lore, popular culture, streetwise, technology), Listen,
Ninjutsu, Perform, Profession, Repair, Search, Spot, Treat Injury.
Feat: Select one of the following: Craft Poisons, Craft Puppets or Nin Weapons
Proficiency.
SECTION II: THEATRICAL ACCESSORIES
The objects below are tailor-made to complement the puppeteer's ability to control and
animate puppets, and contains special components crafted as sealed items. Puppet
components count as archetype items and require the Craft Puppets and Craft Sealed
Items feat to create.

Curtain Call [Armor, Sealed Item]


This fine, engraved gold band is adorned with a single emerald.
Sealed Item (ring)
Superior (Lv 9) DC 26
Power (1/day, attack action): Deanimate a single puppet controlled by you and gain half
the puppet's chakra pool as temporary chakra for 1 hour (round down, minimum 1).

Energetic Performance [Puppet Component, Sealed Item]


Sealed Item (puppet component)
Minor (Lv 6) +1 DC 17 Greater (Lv 12) +3 DC 35
Superior (Lv 9) +2 DC 26
Enhancement: Bonus chakra when the puppet is animated.
Property: This component requires a head slot, costs two utility points and weighs 5
pounds.

Gloves of Spirited Performance [Armor, Sealed Item]


These simple, nondescript black leather gloves are sometimes used by puppeteers with
greater means.
Sealed Item (glove)
Superior (Lv 10) DC 27 Greater (Lv 18) DC 41
Greater (Lv 13) DC 36
Property: Any puppet you control gain a +1 enhancement bonus to attack and damage
rolls with their natural attacks, and bypass chakra damage reduction.
This bonus is carried over to any ironium or thorium weapon the puppet wields.
Level 13: As above, but a +2 bonus.
Level 21: As above, but a +3 bonus.

Gloves of the Minstrel [Armor, Sealed Item]


This pair of elegant white gloves enable the puppeteer to create chakra threads with
greater ease.
Sealed Item (glove)
Minor (Lv 4) DC 15 Superior (Lv 8) DC 25
Property: Reduces the chakra cost when creating chakra threads with Ninpou: Chakra
no Ito by 1 (minimum 1).
Level 8: As above, but reduces the cost by 2.
Power (1/encounter, swift action): Level 8: Create chakra threads as though using
Ninpou: Chakra no Ito at no chakra cost.

Heckler's Helper [Puppet Component, Sealed Item]


Sealed Item (puppet component)
Superior (Lv 7) DC 24 Greater (Lv 12) DC 35
Superior (Lv 11) DC 28 Greater (Lv 15) DC 38
Property: As the Cannon component, except it can hold 8 items. This component can be
reloaded fully as a full-round action. The heckler's helper can hold larger items, such as
large shuriken, daikunai or fuuma shuriken.
This component requires a head or limb slot, costs two weapon points and weighs 5
pounds. It has a complexity of B-Class.
Level 11: As above, but the component can hold 12 items.
Level 12: As above, but the component can hold 16 items.
Level 15: As above, but the component can hold 20 items.

Intermission [Puppet Component, Sealed Item]


Sealed Item (puppet component)
Greater (Lv 14) DC 37
Power (1/day, instant action): 4 chakra. Use when controlling a puppet. The puppet
gains chakra immunity for 1 round. The puppet pays the chakra cost.

The puppet becomes rigidly still and is unable to take any action, as though paralyzed. If
it was falling, it begins to fall. It will be instantly deanimated when the power fades, as
though the chakra threads had been severed.

This puppet component requires a chest slot, costs 2 utility points and weighs 5 pounds. It
can be installed with a DC 20 check, requiring 4 hours. It has a difficulty of B-Class.
Creatures who can see chakra gain a +4 circumstance bonus to Spot checks against an
animated puppet with this component.

Punchline [Puppet Component, Sealed Item]


Sealed Item (puppet component)
Minor (Lv 6) DC 16 Greater (Lv 12) DC 33
Superior (Lv 8) DC 22 Greater (Lv 14) DC 34
Superior (Lv 10) DC 24
Power (3 charges, free action): Use when performing a Ninjutsu technique of rank 2 or
lower. The puppet is able to deliver the technique as though with the Lifelike Ninjutsu
ability.
This component can be applied to any puppet, and requires a head or chest slot. The
component costs three utility points and weighs 3 pounds. The component has a difficulty
of B-Class.
Level 8: As above, but up to rank 6.
Level 10: As above, but up to rank 8.
Level 12: As above, but up to rank 10 and difficulty A-Class.
Level 14: As above, but up to rank 12 and difficulty A-Class.

Technical Difficulties [Sealed Item]


This small paper tag has a complex seal written upon it.
Sealed Item
Greater (Lv 12) DC 30
Power (1 charge, attack action): Applies a seal to a deanimated puppet for 1 day or
until discharged. The seal is nearly invisible (Spot check DC 30, or DC 20 with See
Chakra or See Through Chakra).

This seal is discharged when the puppet is deanimated. The puppet is automatically
reduced to 0 chakra and disabled, and cannot be animated again for 1d4 rounds. The seal
does not take effect until the puppet is animated, and will not stop a puppet that was
already animate.
Special: Uses one seal slot on the puppet while active.

SECTION III: THE CAST OF CHARACTERS


The Living Puppeteer is a shinobi who specializes in the creation of puppets made from
the carcasses of animals and the bodies of humans. His ability to do so has increased his
skill as a puppeteer manyfold but often comes at the price of a certain level of infamy.

Living Puppeteer
The living puppeteer is often shunned for his affinity with human puppets and ability to
turn a once perfectly normal human body into an ambulating parody of its former self, but
the degree to which he is able to do so is often bemusing.

Requirements:
To qualify to become a living puppeteer, a character must fulfill all the following criteria.
Skills: Concentration 12 ranks, Craft (mechanical) 12 ranks, Knowledge (earth and life
science) 12 ranks, Ninjutsu 12 ranks.
Feats: Craft Living Puppet, Craft Puppets.
Special: Advanced Puppetry II class feature.
The living puppeteer candidate must be able to create B-Class or better chakra threads
with the Ninpou: Chakra no Ito technique.

Class Information
The following information pertains to the Living Puppeteer prestige class.

Hit Die
The Living Puppeteer gains 1d6 hit points per level. The Constitution modifier applies.

Action Points
The Living Puppeteer gains a number of action points equal to 7 + one-half his character
level, rounded down, everytime he attains a new level in this class.

Class Skills
The Living Puppeteer's class skills are as follows.
Chakra Control (Wis), Craft (chemical, mechanical) (Int), Concentration (Con), Disable
Device (Int), Drive (Dex), Escape Artist (Dex), Genjutsu (Cha), Hide (Dex), Knowledge
(earth and life science, ninja lore, popular culture, streetwise, technology) (Int), Listen
(Wis), Ninjutsu (Int), Perform (Cha), Pilot (Dex), Profession (Wis), Read Language
(None), Repair (Int), Ride (Dex), Search (Int), Speak Language (None), Spot (Wis), Treat
Injury (Wis).
Skill Points at Each Level: 7 + Int modifier.

TABLE: THE LIVING PUPPETEER


Base
Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +1 +1 Living puppetry, advanced +1 +1
puppetry, bonus chakra
2nd +1 +2 +2 +2 Puppeteer skill +1 +1
3rd +1 +2 +2 +2 Innate mastery +2 +1
4th +2 +2 +2 +2 Puppeteer skill +2 +2
5th +2 +3 +3 +3 Technique preservation +3 +2
6th +3 +3 +3 +3 Puppeteer skill +3 +2
7th +3 +4 +4 +4 Bloodline preservation +4 +3

Class Features
The following features pertain to the Living Puppeteer prestige class.

Living Puppetry
The living puppeteer's skill when creating human puppets is baffling. When using a
human puppet or animal puppet created by the living puppeteer after obtaining this
ability, the puppet retains all weapon proficiencies and proficiencies with natural attacks.

The maximum bonus chakra a human or animal puppet can be crafted with increases by
1. The living puppeteer gains a +1 bonus to Learn checks every odd-numbered level in
this class with techniques that require the Living Puppetry, Puppetry or Advanced
Puppetry class abilities to be learned.

Advanced Puppetry
The living puppeteer's ability continues to progress normally. Each level of living
puppeteer stacks with levels in the puppeteer class to progress the Advanced Puppetry
ability.

Bonus Chakra
The Living Puppeteer gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown
on the table below. It is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.
Class Bonus Bonus
Levels Chakra Reserve
1st 1 2
2nd 2 4
3rd 3 6
4th 4 8
5th 5 10
6th 6 12
7th 7 14
8th 8 16
9th 9 18
10th 10 20

Puppeteer Skill
The living puppeteer may select a Puppeteer Skill from the list provided in the Puppeteer
class ability of the same name, as well as the following abilities.

Lifelike Ninjutsu: The living puppeteer is able to use a human puppet to deliver a
Ninjutsu technique as though it was the living puppeteer itself. A cone-shaped burst from
the user, for example, could originate from the human puppet if the living puppeteer
chose. In this case, both the puppet and the living puppeteer provoke attacks of
opportunity, but the puppet doesn't have a chance to be disrupted.

Puppet Weapon Focus: When crafting an animal or human puppet, the living puppeteer
designates a single mode of attack, individual to each puppet and including natural
attacks and attacks with a specific weapon, to apply the benefits of this puppeteer skill to.

Any attack made with that weapon or natural attack gains a +1 bonus to attack roll. This
puppeteer skill can be selected multiple times; each time, it applies to a different weapon
or natural attack

Puppet Weapon Specialization (requires Puppet Weapon Focus): When crafting an


animal or human puppet, the living puppeteer designates a single mode of attack,
individual to each puppet and including natural attacks and attacks with a specific
weapon, to apply the benefits of this puppeteer skill to.

Any successful attack made with that weapon or natural attack gains a +2 bonus to
damage. This puppeteer skill can be selected multiple times; each time, it applies to a
different weapon or natural attack

True Technique Preservation (requires Technique Preservation): When using the


Technique Preservation ability, the living puppeteer may also build in Genjutsu and
Taijutsu techniques instead of only Ninjutsu.

Instinct Recall: When crafting a human or animal puppet, the living puppeteer may
choose to retain a single one of its extraordinary abilities, if it had any. This ability can
only be accessed by a living puppeteer with this puppeteer skill.

Any damage reduction or energy resistance cannot exceed the living puppeteer's level
plus 3. Chakra resistance is limited to 10 + the living puppeteer's class level, while a
living puppet with the chakra immunity ability cannot be animated. Trip, improved grab,
rake and constrict attacks all take a -4 penalty to attack and damage rolls.
Doing so increases the Craft check by 5 and the Wealth check difficulty class by 8.

Innate Mastery
The living puppeteer gains a circumstance bonus to attack rolls and skill checks when
animating an animal or human puppet to certain degrees. A puppet animated with a
number of hit dice equal to the living puppeteer's class level plus his Puppeteer class level
grants a +1 bonus to attack rolls and skill checks. This bonus does not apply if the puppet
is more than 30 feet away.

The maximum bonus chakra a human or animal puppet can be crafted with increases by
3. This does not stack with other such increases.

Technique Preservation
During the process to create a human puppet, the living puppeteer is able to study a great
deal of its physiology and learn a great deal about the base creature's skill in life.

The living puppeteer may make an Intelligence check and add his living puppeteer level
to the result of that check to learn one of the base creature's most frequently used Ninjutsu
techniques per point of his Intelligence modifier, up to a maximum of half his living
puppeteer level, round up. The check is made against the technique's Learn DC, requiring
only one success; if the living puppeteer already knows the technique, or has preserved
the technique before, this process only takes a half day. The time spent building in the
technique is equal to the time spent attempting one success. A retry is not possible.

The techniques learned can only be used when the human puppet is animated with a
number of hit dice equal to or higher than the living puppeteer's class levels. The
techniques originate from the human puppet as though the puppet had used the
techniques, but the living puppeteer must still pay the chakra cost and other associated
costs himself, such as XP costs. Using this technique with the puppet does not facilitate
learning the same technique for the living puppeteer.

This process increases the time to create a human puppet by a number of days equal to the
time spent learning the selected techniques, and increases the Craft check and wealth
check DC by 2 per techniques.

If the human puppet is disabled or destroyed, the techniques can no longer be used until
the puppet is repaired and reanimated. The human puppet is unable to deliver gaze
effects, use Spacetime techniques or techniques that would normally allow it to teleport
(as special ability), avoidance or defensive maneuvers, and does not gain the benefits of
training techniques. The human puppet is unable to learn techniques that create real
duplicate of itself, or techniques and abilities that allow it to control another creature or
object, such as the Puppetry ability.

The maximum bonus chakra a human or animal puppet can be crafted with increases by
5. This does not stack with other such increases.
Bloodline Preservation
The living puppeteer's skill with the creation of human puppets is so great that he is able
to impart a puppet with a bloodline the base creature possessed in life.

Doing so increases the Craft check DC by 15 and the wealth check DC by 10. The base
creature's effective level is halved to determine the power of the bloodline, and the
bloodline never progresses further after it was imparted on a puppet.

If a bloodline ability has a chakra cost, the cost is paid directly from the puppet's chakra
pool. The puppet does not benefit from insight bonus, morale bonus, speed and strength
ranks.

The living puppeteer cannot use this ability to impart a Doujutsu bloodline, and the
process costs experience points: 150 XP for a minor bloodline, 300 XP for an
intermediate bloodline and 500 XP for a major bloodline.

SECTION IV: THE PUPPET THEATER


This section contains a variety of techniques to complement every puppeteer's arsenal,
including training techniques that allow him to create incognito puppets, or create super
high-class chakra threads.

Gekisakka Hiken: Fukaidan (Playwright Secrets: Plot Twist)


Ninjutsu (Requires Advanced Puppetry III (a) and Suppress Chakra (a))
Rank: 8 (B-Class); Learn DC: 22, 3 success; Perform requirements: 10 ranks (DC
23); Time: 1 attack action; Components: C, S; Range: 30 feet; Target: One puppet
controlled by the user; Duration: Concentration (up to 1 round/level) plus 1 round/level
(D); Saving Throws: None; Chakra Cost: 4.

The user partially deanimates a single animated puppet. The puppet becomes inanimate
but retains its chakra for the duration of the technique, and can be reanimated by simply
reattaching chakra threads to it. The puppet's chakra remains suppressed while it is
inanimate.

Gekisakka Hiken: Isshou Engei (Playwright Secrets: Masterpiece)


Training (Ninjutsu; requires Epic Technique (Gekisakka Hiken: Isshou Engei) (f),
Ninpou: Chakra no Ito (5) and Advanced Puppetry IV (a))
Rank: 15 (Epic); Learn DC: 40, 8 success.

This training enables the user to create S-Class chakra threads using the Ninpou: Chakra
no Ito technique.

S-Class Chakra Threads (5 chakra): These super high-class chakra threads can
manipulate objects with fine precision and can emulate fingers. As such, they can be user
to pull, push and move objects, and operate objects that require use of fingers and
opposable thumbs.

The user's effective strength score is increased by 5 when lifting and moving objects, and
the threads have a range increment of 50 feet. Unlike normal threads, the S-Class chakra
threads can reach up to 10 range increments and can deliver trip and disarm attempts
within 50 feet.

The Spot check difficulty class to see S-Class chakra threads is 30. The threads have 30
hit points and can control up to 10 objects or puppets.

Gekisakka Hiken: Iyashii (Playwright Secrets: Gloryhound)


Ninjutsu (Requires Chakra Control 17 ranks, Ninjutsu 17 ranks and Advanced Puppetry
IV (a)) [Hijutsu]
Rank: 14 (S-Class); Learn DC: 30, 6 success; Perform requirements: 18 ranks (DC
34); Time: 1 attack action; Components: C, H; Range: 30 feet; Target: One puppet
trapped in a controlled puppet's torso tank; Duration: Concentration (up to 5 rounds)
(D); Saving Throws: None; Chakra Cost: 8.

This technique can only be used when controlling a puppet with the Torso Tank
component that contains an enemy puppet.

The enemy puppet suffers 1d4 points of chakra drain per round until it escapes from the
Torso Tank. Half the chakra drained is added to the puppet's chakra pool as temporary
chakra.

Gekisakka Hiken: Shuutai Gouen (Playwright Secrets: Ensemble Acting)


Training (Ninjutsu; requires Ninpou: Chakra no Ito (3) and Multipuppet Fighting (f))
Rank: 9 (C-Class); Learn DC: 22, 2 success.

The user selects a number of puppets up to the number of puppets he can control. He
gains a +2 circumstance bonus to attack rolls and skill checks when controlling those
puppets. If a puppet is deanimated or becomes disabled, the bonus is lost until the puppet
is reanimated.

This training can be completed multiple times. Each time, it applies to a different
formation of puppets.

Kairai Engeki: Engihou (Puppet Theater: Method Acting)


Training (Ninjutsu; requires Puppetry (a) and Chakramane no Jutsu (t))
Rank: 8 (B-Class); Learn DC: 22, 3 success.

The user can spend an additional 2 chakra when animating a puppet to change its chakra
signatures to become unrecognizeable from his own.
Mastery
The fifth step of mastery in this technique allows the user to change the puppet's chakra
signature to imitate another creature's, as Chakramane no Jutsu.

Kairai Engeki: Gyakusenden (Puppet Theater: Good Review)


Ninjutsu (requires Ninpou: Chakra no Ito (t) and Advanced Puppetry II (a))
Rank: 5 (C-Class); Learn DC: 18, 2 success; Perform requirements: 6 ranks (DC 18);
Time: 1 instant action; Components: C, M, Mas; Range: 5 feet (see text); Effect:
Puppet acts as a protector; Duration: 1 round (see text); Saving Throws: None; Chakra
Cost: 5.

The puppet becomes a protector as a result of this defensive maneuver.

Defensive Maneuver: The puppet acts as though it had the Harm's Way shinobi
bodyguard ability for 1 round or until it is deanimated. The puppet can only protect the
user as long as he is able to control it, and must otherwise meet the requirements of the
Harm's Way ability.

Mastery
The third step of mastery allows the puppeteer to select an ally within 30 feet instead of
himself.
The fifth step of mastery increases the duration of the defensive maneuver by 1 round.

Kairai Engeki: Hayagawari (Puppet Theater: Quick Change)


Ninjutsu (requires Ninpou: Chakra no Ito (3) and Advanced Puppetry (a))
Rank: 4 (C-Class); Learn DC: 17, 2 success; Perform requirements: 5 ranks (DC 17);
Time: 1 instant action; Components: C, M; Range: 30 feet; Effect: Puppet evades an
area effect; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 4.

As Tobikiri Kawarimi no Jutsu, except as above and as follow. This technique allows a
single puppet controlled by the user to avoid an attack that provokes a Reflex save. The
puppet is not substituted but simply yanked back. The chakra cost can be paid by the
puppet.

Defensive Maneuver: The user makes a Ninjutsu check, as per technique, against the
opposing technique's Reflex save difficulty class, plus 2 per rank of the technique (up to
+10), minimum 17. The user suffers a further -4 penalty to this check when not using C-
Class chakra threads or better. Skill threshold does not apply to avoid an attack.

A successful check allows the puppet to move up to 30 feet and to take no damage from
the attack. This technique can only be used once per day against an attack from an
opponent with a Challenge Rating equal to his level or 1, whichever is lower.

Each use of Defensive Maneuver stacks with all other techniques with effects that allow
you to use a defensive maneuver, such as Shusen: Chibounushi.

Mastery
Every step of master in this technique after the first allows the technique to be used an
additional time per day.
The first step of mastery in this technique increases the Challenge Rating of attacks the
user can defend against to his level or 5, whichever is lower.
Every step of mastery after the first increases the Challenge Rating of attack he can
defend by 5 or up to his level, whichever is lower.

Kairai Engeki: Oshiengi (Puppet Theater: Commanding Performance)


Ninjutsu (requires Ninpou: Chakra no Ito (2) and Advanced Puppetry (a))
Rank: 6 (B-Class); Learn DC: 20, 3 success; Perform requirements: 8 ranks (DC 21);
Time: 1 instant action; Components: H, M; Range: 30 feet (see text); Target: One
creature; Duration: Concentration (up to 1 round/level); Saving Throws: None; Chakra
Cost: 6.

This technique can only be used while controlling a puppet equipped with the
Detacheable Limbs component. The target must be in range of both the puppet and the
user.

The puppet's limbs detach and form a spiderweb net flung at the enemy. The puppet
makes two ranged attacks at a -2 penalty that deal slam damage. If the two attacks hit, the
puppet can make a grapple attempt for free without provoking an attack of opportunity. If
the puppet has additional limbs, it can make an extra attack per limbs, but all attack suffer
an additional -1 penalty per limbs.

Each round a creature is grappled, the user can make an opposed Strength check with the
target to pull it towards the puppet 5 feet, by concentrating on this technique as a full-
round action. The user gains a bonus to this check equal +1 per attacking limb (minimum
2). An adjacent opponent can be pulled in the torso tank if the puppet has one.

The limbs return to the puppet if the user pulls the target in a torso tank, stops
concentrating on the technique or if the puppet is deanimated.

Kairai Engeki: Saigo no Butai (Puppet Theater: Last Act)


Ninjutsu (requires Ninpou: Chakra no Ito (3), Puppetry (a) and base attack bonus +5)
Rank: 10 (B-Class); Learn DC: 24, 3 success; Perform requirements: 12 ranks (DC
25); Time: 1 full-attack action; Components: C, M; Range: 30 feet; Target: One
creature; Duration: Instantaneous; Saving Throws: Fortitude partial (see text); Chakra
Cost: 12.

This technique can only be used when the user is controlling 2 puppets of the same size
flanking a single creature.
The puppets make a full attack action against the target. Each time both puppets make a
successful melee attack against the target, the puppets both execute a rend attack.

The rend attack deals half the weapon damage of the attack that triggered it. A puppet can
only use rend attacks this way three times per round. The target must make a Fortitude
save or be dazed for 1 round when struck by 4 or more rend attacks.

Up to half the chakra cost can be paid by the puppets.

Kairai Engeki: Tajuu Shichihenge (Puppet Theater: Multiple Costume


Change)
Ninjutsu (Requires Henge no Jutsu (5), Shichihenge (2) and Ninpou: Chakra no Ito (t)
and Puppetry (a))
Rank: 7 (B-Class); Learn DC: 21, 3 success; Perform requirements: 9 ranks (DC 22);
Time: 1 attack action; Components: C, H, E; Range: 10 feet; Target: Two controlled
puppet; Duration: 10 minutes/level; Saving Throws: None; Chakra Resistance: No;
Chakra Cost: 5.

As Shichihenge, except as above and as follow. This technique allows the user to affect
two controlled puppets.

Empower
The user can transform an additional controlled puppet by spending an additional 2
chakra.

Kairai Engeki: Yokouenshuu (Puppet Theater: Dry Rehearsal)


Ninjutsu (requires Ninpou: Chakra no Ito (1) and Puppetry (a))
Rank: 2 (C-Class); Learn DC: 15, 2 success; Perform requirements: 3 ranks (DC 15);
Time: 1 instant action; Components: C, M; Range: 30 feet; Effect: Puppet evades a
targeted effect; Duration: Instantaneous; Saving Throws: None; Chakra Cost: 2.

As Kawarimi no Jutsu, except as above and as follow. This technique allows a puppet
controlled by the user to avoid a targetted that uses an attack roll. The puppet is not
substituted but simply yanked back. The chakra cost can be paid by the puppet.

Defensive Maneuver: The user makes a Ninjutsu check, as per technique, against the
opposing attack roll, minimum 15. The roll is made at a -5 penalty against a Chakra
Control, Genjutsu or Ninjutsu effect, and the user suffers a further -4 penalty when not
using C-Class chakra threads or better. Skill threshold does not apply to avoid an attack.

A successful check allows the puppet to move up to 30 feet and to take no damage from
the attack. This technique can only be used once per day against an attack from an
opponent with a Challenge Rating equal to his level or 1, whichever is lower.
Each use of Defensive Maneuver stacks with all other techniques with effects that allow
you to use a defensive maneuver, such as Shusen: Chibounushi.

Mastery
Every step of master in this technique after the first allows the technique to be used an
additional time per day.
The first step of mastery in this technique increases the Challenge Rating of attacks the
user can defend against to his level or 5, whichever is lower.
Every step of mastery after the first increases the Challenge Rating of attack he can
defend by 5 or up to his level, whichever is lower.

Puppet Theater Techniques List


This techniques list is organized by rank and subtype.

Rank 2 Techniques:
Ninjutsu:
Kairai Engeki: Yokouenshuu (Puppet Theater: Dry Rehearsal)

Rank 4 Techniques:
Ninjutsu:
Kairai Engeki: Hayagawari (Puppet Theater: Quick Change)

Rank 5 Techniques:
Ninjutsu:
Kairai Engeki: Gyakusenden (Puppet Theater: Good Review)

Rank 6 Techniques:
Ninjutsu:
Kairai Engeki: Oshiengi (Puppet Theater: Commanding Performance)

Rank 7 Techniques:
Ninjutsu:
Kairai Engeki: Tajuu Shichihenge (Puppet Theater: Multiple Costume Change)

Rank 8 Techniques:
Ninjutsu:
Gekisakka Hiken: Fukaidan (Playwright Secrets: Plot Twist)
Training:
Kairai Engeki: Engihou (Puppet Theater: Method Acting)

Rank 9 Techniques:
Ninjutsu:
Training:
Gekisakka Hiken: Shuutai Gouen (Playwright Secrets: Ensemble Acting)
Rank 10 Techniques:
Ninjutsu:
Kairai Engeki: Saigo no Butai (Puppet Theater: Last Act)

Rank 14 Techniques:
Ninjutsu:
Hijutsu:
Gekisakka Hiken: Iyashii (Playwright Secrets: Gloryhound)

Rank 15 Techniques:
Ninjutsu:
Training:
Gekisakka Hiken: Isshou Engei (Playwright Secrets: Masterpiece)

SECTION V: TOOLS OF THE TRADE


The following segment lists new rules for the creation of puppet components made from
special materials, such as dark iron or ironium, as well as over 30 components, modern
day puppet components and 6 new puppet cores.

Special Materials
Components can be crafted with different materials, as most objects. Normal restrictions
of special materials apply (see Equipment chapter, Special Materials section).

Components that directly deal damage, such as the Tail or Blades components, can
benefit from being made of silver, dark iron, ironium or thorium and bypass damage
reduction as such. However, components that fire projectiles such as the cannon
component, will not.
No Limb Chest Head
Material Slot Slot Slot Slot Restriction
Dark iron +3 +5 +4 +2 —
Dark iron, heavy +8 +14 +12 +10 +2 (Res)
Ironium +2 +4 +3 +2 —
Nonlethal +1 +2 +1 +1 —
Silver +3 +4 +3 +2 —
Thorium +4 +6 +5 +3 +1 (Lic)

Puppet Components
The puppet component belows should be usable in any campaign, regardless of
technology levels.

Adaptation Core: This component gives the puppet an extra 2 free points. Once
installed, this component cannot be removed.

A puppet with this component animated with chakra threads that do not meet the
difficulty requirement cannot move and is helpless.
Body Slot: None. Points: None. Difficulty: S-Class. Cost: 35. Weight: 5 lbs.

Acid Shot: This component fires a 20-ft. long line of acid that deals damage as per mild,
potent or concentrated acid, half on a successful Reflex save. Mild acid deals 1d10 points
of acid damage, potent deals 2d10 and concentrated deals 3d10. This component has a
single charge.

Recharging this component requires a Repair check (DC 15) and a dose of mild, potent or
concentrated acid, and takes 5 minutes. See Craft (chemical) skill for details on types of
acid.
Body Slot: Head. Points: 2 weapon. Difficulty: B-Class. Cost: 19. Weight: 5 lbs.

Acid Tank: This component attaches to any Acid Shot component and enables it to hold
an additional charge.
Body Slot: None, requires Acid Shot. Points: 1 utility. Cost: 14. Weight: 5 lbs.

Armored Frame: The puppet's hardness increases by 1. Once per encounter when the
puppet is disabled, it ignores the first -1 equipment penalty.

This component can be made of special materials: a dark iron armored frame provides
fire resistance 2 and increases the weight to 30 lbs. A thorium armored frame reduces the
chakra cost of animating the puppet by 2 (up to half the normal cost), and ironium
reduces the cost by 1 (up to half the normal cost). This increases the cost as though
crafting medium armor with special materials.
Body Slot: None, requires Armor Plating. Points: 2 utility. Cost: 25. Weight: 15 lbs.

Buzzsaw: This component is a buzzsaw blade that causes the tail whip attack to deal
slashing damage instead and deal triple damage on a critical hit.

All attacks made with this component suffer a -2 penalty and ignore hardness from
objects with hardness 5 or lower.
Body Slot: None, requires Tail. Points: 2 weapon. Difficulty: B-Class. Cost: 19.
Weight: 2 lbs.

Chainsaw: This component is a chainsaw blade that causes the blades attack to score a
critical hit on a natural roll of 18, 19 or 20.

All attacks made with this component suffer a -2 penalty and ignore hardness from
objects with hardness 5 or lower.
Body Slot: None, requires Blades (any). Points: 2 weapon. Difficulty: B-Class. Cost:
19. Weight: 2 lbs.

Dragon's Breath, Epic: As dragon's breath component, but the damage is 16d8 and the
area is a 60-ft. cone-shaped burst. The chakra cost is 8 chakra.

Reloading this component is a Repair check (DC 35) and a wealth check (DC 17).
Body Slot: Head. Points: 3 weapon, 1 utility. Difficulty: S-Class. Cost: 36. Weight: 4
lbs.

Electrified Kunai Shower: This component attaches to any kunai shower component
and requires a Lightning Elemental Scroll to be used. Each time the component is
activated, the kunai shower deals an additional 1d6 points of electricity damage and
consumes 2 charges of the lightning elemental scroll.

Any creature that takes damage from the attack must make a Fortitude save (DC 15) or be
stunned for 1 round. A creature not subject to the electricity damage is not affected by the
stun.

The wealth check difficulty to reload the component is increased by 5, and the Repair
check difficulty by 10. Reloading the kunai shower component takes 10 minutes.
Replacing the elemental scroll takes 1 round.
Body Slot: None, requires Kunai Shower (any). Points: 1 weapon, 1 utility. Difficulty:
B-Class. Cost: 18. Weight: 5 lbs.

Elemental Cannon, Epic: Same as Elemental Cannon, but each attack deals 3d8 points
of damage, and 1d8 points of splash damage to adjacent creatures.

The epic elemental cannon costs the puppet 3 chakra each round it is used, and each shot
consumes 2 charges from the scroll.
Body Slot: Limb. Points: 3 weapon, 2 utility. Difficulty: S-Class. Cost: 31. Weight: 5
lbs.

Elemental Cannon, Greater: Same as Elemental Cannon, but each attack deals 2d10
points of damage and 1d6 points of splash damage to adjacent creatures.

The greater elemental cannon costs the puppet 2 chakra each round it is used, and each
shot consumes 2 charges from the scroll.
Body Slot: Limb. Points: 3 weapon, 1 utility. Difficulty: B-Class. Cost: 26. Weight: 5
lbs.

Energetic Performance: See Section II: Theatrical Accessories for the Energetic
Performance archetype component.
Body Slot: Head. Points: 2 utility. Cost: Varies. Weight: 5 lbs.

Extra Head (Animal Puppet only): This component gives the puppet an additional bite
attack. This component can be selected twice, each time requiring a head slot, but cannot
be installed with the Additional Limbs component.
Body Slot: Head, requires a bite attack. Points: 1 weapon, 1 utility. Difficulty: C-Class.
Cost: 18. Weight: 8 lbs.

Flawless Servos: The puppet gains a +4 equipment bonus to Strength and Dexterity
score. Equipment bonuses do not stack with one another.
A puppet with this component animated with chakra threads that do not meet the
difficulty requirement cannot move and is helpless.
Body Slot: None (requires Improved Servos). Points: 3 utility. Difficulty: S-Class. Cost:
34. Weight: 20 lbs.

Force Barrier: Same as Greater Force Shield, except the force barrier can provide an
adjacent Medium-size or smaller creature with one-quarter cover, and the puppet applies
the armor check penalty to attack rolls while the shield is active. This cover cannot be
used to make a Hide check. The chakra cost is 5.
Body Slot: Limb. Points: 3 utility. Difficulty: A-Class. Cost: 23. Weight: 2 lbs.

Force Shield, Epic: As Force Shield, Minor, but the bonus is +5 and the puppet suffers a
–2 armor check penalty. The chakra cost is 8.
Body Slot: Limb. Points: 4 utility. Difficulty: S-Class. Cost: 28. Weight: 5 lbs.

Heckler's Helper: See Section II: Theatrical Accessories for the Heckler's Helper
archetype component.
Body Slot: Head. Points: 2 weapon. Difficulty: B-Class. Cost: Varies. Weight: 5 lbs.

Hellfire Cannon: This component can be attached to any Dragon's Breath component
and allows the component to be used twice before having to be reloaded.

Any creature that takes damage from the dragon's breath instantly catches on fire. The
wealth check difficulty to reload the dragon's breath component is increased by 4.
Body Slot: None, requires Dragon Breath (any). Points: 1 weapon, 1 utility. Difficulty:
B-Class. Cost: 20. Weight: 2 lbs.

Hypermobile Frame: The puppet can no longer be flanked.


Body Slot: Limb, requires Hypermobile Joints. Points: 2 utility. Cost: 19. Weight: 5 lbs.

Hypermobile Joints: The puppet gains a +4 bonus to Escape Artist checks and Bluff
checks to feint in combat.
Body Slot: Limb. Points: 1 utility. Cost: 15. Weight: 2 lbs.

Impact Infrastructure: The puppet can take a penalty to attack rolls to gain a bonus to
damage rolls as though it had the Power Attack feat. The penalty to attack rolls cannot
exceed the puppet's base attack bonus or –5, whichever is lower.
Body Slot: Limb. Points: 2 weapon. Cost: 18. Weight: 10 lbs.

Impact Infrastructure, Greater: As the impact infrastructure component, but the


penalty that can be incurred by the puppet can reach its base attack bonus or –10,
whichever is lower.
Body Slot: Limb. Points: 3 weapon. Cost: 24. Weight: 25 lbs.

Intermission: See Section II: Theatrical Accessories for the Intermission archetype
component.
Body Slot: Chest. Points: 2 utility. Difficulty: B-Class. Cost: Varies. Weight: 5 lbs.

Kunai Shower Mark IV: As kunai shower component, except that the damage dealt is
7d4+7. It can be reloaded with a Repair check (DC 20) and a wealth check (DC 8).
Body Slot: Any. Points: 3 weapon. Difficulty: A-Class. Cost: 22. Weight: 8 lbs.

Kunai Shower Mark V: As kunai shower component, except that the damage dealt is
15d6+15. It can be reloaded with a Repair check (DC 35) and a wealth check (DC 10).
Body Slot: Any. Points: 4 weapon. Difficulty: S-Class. Cost: 35. Weight: 15 lbs.

Modified Arms: The puppet can wield larger weapons as though it was one size category
larger than in reality.
Body Slot: Limb. Points: 2 utility. Cost: 17. Weight: 15 lbs.

Ninja Cluster Bomb: As Porcupine Trap component, but the bomb can be launched as a
thrown projectile with a 20 feet range increment and is the source of the porcupine trap
effect. A creature with hardness or damage reduction 3 or higher is not subject to this
attack.
Body Slot: Head or Chest. Points: 2 weapon, 1 utility. Difficulty: C-Class. Cost: 20.
Weight: 2 lbs.

Poison Gas Dispenser: This component fills a 5-ft. high, 10-ft. radius spread around the
puppet with an inhaled poison. This component has a single charge.

Recharging this component requires Repair check (DC 18), 2 doses an inhaled poison and
takes 5 minutes.
Body Slot: Chest. Points: 2 weapon, 2 utility. Difficulty: B-Class. Cost: 26. Weight: 5
lbs.

Poison Injection System: As the Blades, hollow component, but the Blades or
Venomous component can hold up to 3 doses of poisons. Once one has been expended,
loading the second one is a move action.

Reloading the poison injection system requires a Repair check (DC 15) and three doses of
poisons, and takes 1 minute.
Body Slot: None, requires Venomous or Blades (any). Points: 1 weapon, 1 utility. Cost:
18. Weight: 2 lbs.

Punchline: See Section II: Theatrical Accessories for the Punchline archetype
component.
Body Slot: Head or Chest. Points: 3 utility. Difficulty: B-Class or A-Class. Cost:
Varies. Weight: 3 lbs.

Quick Recharge: This component greatly reduces the time it takes to recharge, reload or
replace a component or parts of a component, effectively reducing it by half (-50%) if it
takes 6 rounds or longer.
A component that takes 5 rounds or less to recharge or reload only takes 1 round, while a
component that takes 1 round or less now takes a single move-equivalent action.
Body Slot: None. Points: 1 utility. Cost: 18. Weight: 5 lbs.

Razorwire Trap: This component functions like the net trap component. Each round the
target attempts to escape, it suffers 1d8 points of slashing damage (1d6 for a small
puppet, 2d6 for a large or larger puppet). The difficulty class of the Escape Artist check is
increased by 2.

Reloading the razorwire trap takes 5 minutes, a Repair check (DC 18) and a wealth check
(DC 9)
Body Slot: Chest. Points: 1 weapon, 2 utility. Difficulty: C-Class. Cost: 20. Weight: 5
lbs.

Rocket Punch: This component is placed in one of the puppet's arm and allows the arm
to be launched as a projectile attack with a range increment of 20 feet. The arm deals
damage equal to its Slam attack, plus the puppet's Strength modifier.

If the puppet's arm is equipped with the Blades component, it deals damage as per that
component instead. The arm can be recovered with chakra threads and reinstalled as a
move action, provided the puppeteer can control a sufficient number of objects with the
chakra threads and the arm is within range.
Body Slot: None, requires Detachable Limbs. Points: 1 utility. Difficulty: C-Class.
Cost: 15. Weight: 2 lbs.

Spiked Armor Plating: The puppet armor plating is covered in sharp spikes that allow
the puppet to deal 1d6 points of piercing damage on a successful grapple check or as a
melee attack. The spikes count as a light weapon and deal 1d4 damage for Small puppets
and 1d8 for Large or larger puppets. This component counts as a chest component for the
purpose of special materials.
Body Slot: None, requires Armor Plating. Points: 1 weapon. Cost: 14. Weight: 15 lbs.

Swift Core: The puppet's land speed increases by 20 feet. This increment does not apply
to flight speed from the Puppet Flight puppeteer skill.
Body Slot: Chest. Points: 1 utility. Cost: 16. Weight: 10 lbs.

Modern Puppet Components


The modern puppet components are best suited for games with higher technology levels,
and include firearms, automatic firearms and missile launchers.

Ammunitions Capacity: This component increases the magazine capacity of the gun or
automatic gun component by 20 rounds, and the missile launcher component and light
tank cannon by 1. This component affects all installed gun components.
Body Slot: None, requires Gun, Automatic Gun, Missile Launcher or Light Tank puppet.
Points: 1 utility. Cost: 16. Weight: 5 lbs.

Automatic Gun: As the gun component, except the automatic gun has an autofire mode
of attack. Autofire attacks are made at a -4 penalty without the Advanced Firearms
Proficiency feat.
Body Slot: Limb. Points: 2 weapon. Difficulty: C-Class. Cost: 19. Weight: 4 lbs.

Blast Punch: This component allows the puppet to make a blast punch attack and has 3
charges. Recharging the component requires a Repair check (DC 16), a wealth check (DC
8), and takes 5 rounds.

A blast punch attack is a slam attack that deals an additional 2d6 points of damage, and
ignores hardness from objects with hardness 8 or less.
Body Slot: Limb. Points: 1 weapon. Difficulty: C-Class. Cost: 16. Weight: 3 lbs.

Blast Punch, Epic: As the greater blast punch component. Recharging the component
requires a Repair check (DC 30) and a wealth check (DC 15).

The epic blast punch attack is a slam attack that deals an additional 10d6 points of
damage, and ignores hardness from objects with hardness 10 or less.
Body Slot: Limb. Points: 4 weapon. Difficulty: S-Class. Cost: 33. Weight: 8 lbs.

Blast Punch, Greater: As the blast punch component, but only has 2 charges.
Recharging the component requires a Repair check (DC 19) and a wealth check (DC 12).

The greater blast punch attack is a slam attack that deals an additional 4d6 points of
damage, and ignores hardness from objects with hardness 10 or less.
Body Slot: Limb. Points: 2 weapon. Difficulty: B-Class. Cost: 19. Weight: 6 lbs.

Gun: This component is a concealed 9mm caliber gun in the puppet's arm (Search check
DC 18). The gun fires as a semi-automatic handgun and deals 2d6 points of damage with
a range increment of 40 feet. The gun scores a critical hit on a natural roll of 20 and has a
magazine capacity of 30 rounds, internal. Reloading the gun takes 5 minutes and a repair
check (DC 12).

Attacks made with this gun suffer a -4 nonproficiency penalty without the Personal
Firearms Proficiency feat. A puppet with this component suffers a -2 penalty to melee
attacks.
Body Slot: Limb. Points: 1 weapon. Difficulty: C-Class. Cost: 17. Weight: 3 lbs.

Heavy Artillery (Light Tank Puppet only): The puppeteer is able to use the light tank's
light tank cannon in puppet form. The light tank cannon attacks are made at a -4 penalty
without the Exotic Firearms Proficiency (cannons) feat.
Body Slot: None. Points: 3 weapon. Difficulty: B-Class. Cost: 20. Weight: 250 lbs.

Hidden Camera: This component is a camera place in the puppet's head that transmits a
direct, live feed to a small LCD screen and allows the puppeteer to see directly from the
puppet's eyes and make checks and take actions as though having line effect from the
puppet's locations.

Using this component requires additional attention and gives a -8 penalty to all checks
and attack rolls pertaining to other puppets controlled in a round which this component
was used. Because of the limited field of vision the camera provides, the Spot checks
made from the puppet's perspective suffer a -4 penalty.

The component remains active until turned off while the puppet is active or manually.
Body Slot: Head. Points: 2 utility. Cost: 24. Weight: 5 lbs.

Missile Launcher: As the Gun component, except the missile launcher fires a small
rocket from the hand or mouth of the puppet. The rocket has a 100 ft. range increment
and deals 8d6 points of damage in a 10-ft. radius burst, ignoring up to 10 points of
hardness when striking a vehicle, building or object (Reflex save DC 18 for half).

The component has a magazine capacity of 1 round, internal. Reloading the component
takes 5 minutes and requires a Repair check (DC 18) and a wealth check (DC 14).
Attacks made with the missile launcher suffer a -4 nonproficiency penalty without the
Exotic Firearms Proficiency feat. A puppet with this component suffers a -2 penalty to
melee attacks if it was installed in a limb.
Body Slot: Head or Limb. Points: 3 weapon. Difficulty: B-Class. Cost: 22. Weight: 5
lbs.

Puppet Cores
Versatility is the name of the puppeteer's game, and a vast arsenal is a great boon to the
high-level puppeteer. Below are some new puppet cores to add variety in various settings.

Puppet Core Size Weight Purchase DC Restriction


Combat Puppet Cores
Huge Combat Puppet* Huge 6,000 lb. 40 +3 (Mil)
Tauric Puppet Large 150 lb. 29 —
Utility Puppet Cores
Huge Utility Puppet* Huge 7,200 lb. 37 +3 (Mil)
Quadruped Puppet Large 180 lb. 28 —
Modern Puppet Cores
Motorcycle Puppet (utility) Medium 525 lb. 32 +1 (Lic)
Light Tank Puppet (combat)* Huge 55 tons 50 +3 (Mil)
* Huge puppets can only be used by epic-level puppeteers with the Master of Puppets epic feat.

Huge Combat Puppet: Huge Construct; hp +40; Spd 30 ft.; Defense -2 size; Grap +8
size; Atk -4 size and circumstance (2d6+8 slam); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ
hardness 5, puppet immunities; CP +0; Str 26, Dex -4.
Skills: -8 hide.
Modifications: None.
Components (5 weapon points, 2 utility points): Head 2—None; Limbs 3—None;
Chest 3—None; Other—None.
Huge Utility Puppet: Huge Construct; hp +40; Spd 30 ft.; Defense -2 size; Grap +8 size;
Atk -4 size and circumstance (2d6+6 slam); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ hardness
5, puppet immunities; CP +0; Str 23, Dex -4.
Skills: -8 hide.
Modifications: None.
Components (2 weapon points, 5 utility points): Head 2—None; Limbs 3—None;
Chest 3—None; Other—None.

Light Tank Puppet: Huge Construct; hp +50; Spd 30 ft.; Defense -2 size; Grap +8 size;
Atk -4 size and circumstance (2d6+7 slam); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ hardness
5, puppet immunities; CP +0; Str 24, Dex -4.
Skills: -8 hide.
Modifications: None.
Components (8 weapon points): Head 1—None; Limbs 1—None; Chest 2—None;
Other—None.
Special: The tank puppet transforms to and from a light tank each time it is animated or
deanimated. Equipment penalty taken from being defeated also applies to the light tank's
maneuverability modifier.
The transformation takes 3 rounds, and the puppet is unable to take any action or be
reanimated during this process. See the light tank puppet (tank form) below. Unless
animated, the light tank puppet follows normal vehicle rules and functions like a M1A2
Abrams tank, with the exception that it is normally only equipped with a light tank
cannon (see below).
Crew Pass Cargo Init Maneuver Top Speed Defense Hardness Hit Points Size
Light Tank Puppet 2 0 500 lb. -3 -3 90 (9) 8 15 55 Huge

The statistics for the light tank cannon are as follow. It requires the Exotic Firearms
Proficiency (cannons) feat.
Damage Critical Type Range Increment Rate of Fire Magazine Size
Light Tank Cannon 10d10 20 Ballistic 400 ft. Single 1 Huge

Motorcycle Puppet: Medium Construct; hp +10; Spd 40 ft.; Defense +2 natural; Grap +0
size; Atk +0 size (1d6+1 slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ hardness 3, puppet
immunities; CP +0; Str 13, Dex -2.
Skills: -4 hide.
Modifications: None.
Components (3 weapon points, 3 utility points): Head 1—None; Limbs 2—None;
Chest 1—None; Other—None.
Special: The motorcycle puppet transforms to and from a racing bike each time it is
deanimated or animated. Equipment penalty taken from being defeated applies to the
racing bike's maneuverability bonus.
The transformation takes 1 round, and the puppet is unable to take any action or be
reanimated during this process. The motorcycle puppet can produce light from its head as
a flashlight while in puppet form, and is unable to access its component in motorcycle
form. When not animated, the motorcycle puppet follows normal vehicle rules.

Quadruped Puppet: Large Construct; hp +20; Spd 30 ft.; Defense +1 natural, -1 size;
Grap +4 size; Atk -1 size (1d8+3 slam); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ hardness 5,
puppet immunities; CP +0; Str 15, Dex -2.
Skills: -4 hide.
Modifications: None.
Components (5 utility points, 2 weapon points): Head 2—None; Limbs 2—None;
Chest 3—None; Other—None.
Special: The quadruped puppet can use the tail and gore component at the same time, but
cannot make skill checks requiring the use of hands and cannot wield weapons.

Tauric Puppet: Large Construct; hp +20; Spd 30 ft.; Defense -1 size; Grap +4 size; Atk
-1 size (1d8+4 slam); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ hardness 5, puppet immunities;
CP +0; Str 18, Dex -2.
Skills: -4 hide.
Modifications: None.
Components (5 weapon points, 2 utility points): Head 2—None; Limbs 4—None;
Chest 2—None; Other—None.
Special: The tauric puppet gains the stability benefits of having four legs, but can still
wield weapons and make skill checks that requires the use of hands.

SECTION VI: THE CREW


The last section of this supplement details two iconic characters offered as examples for
the puppetry style of play and living puppeteer class, Miyomaru and Okuni.

Miyomaru
Miyomaru has acquired a reputation as a ruthless fighter, and it is well deserved. Rather
than taking trophies, he has taken to claiming the bodies of his best, most worthy enemies
and turning them into tools with which he fights. It is said he has an endless supplies of
such puppets to bring into battle, but his favorite puppet is an enormous, three-headed
wolf-like construct called Motokiyo.

Miyomaru: Smart Hero 3/Puppeteer 8/Living Puppeteer 3; CR 14; Medium-sized


humanoid; HD 3d6+6 plus 8d6+16 plus 3d6+6; hp 89; Init +2; Spd 30 ft; Defense 19,
touch 19, flat-footed 17 (+2 dex, +7 class); BAB +6; Grap +6; Atk +6 melee or +8
ranged; FS 5 ft by 5 ft; Reach 5 ft; AL none; SV Fort +9, Ref +9, Will +9; AP 14; CP 69
(50 reserve); Rep +3; Str 11, Dex 15, Con 14, Int 20, Wis 12, Cha 12.
Occupation: Academy Student (Bonus Class Skills: Disguise, Genjutsu, Taijutsu; Bonus
Feat: Nin Weapons Proficiency)
Skills: Chakra Control +16, Concentration +14, Craft (mechanical) +29, Disable Device
+18, Disguise +14, Genjutsu +9, Knowledge (earth and life sciences) +22, Knowledge
(history) +11, Knowledge (ninja lore) +15, Knowledge (technology) +13, Ninjutsu +25,
Repair +22, Search +19, Taijutsu +7.
Feats: Chuunin (Craft mechanical), Craft Living Puppets, Craft Puppets, Genin
(Ninjutsu), Jounin (Craft mechanical, Ninjutsu), Multipuppet Fighting, Nin Weapons
Proficiency, Puppet Multiattack, Simple Weapons Proficiency, Trap Master
Talent (Smart Hero): Savant (craft mechanical), plan.
Talent (Puppeteer): Puppetry, advanced puppetry IV, puppeteer skill (puppet evasion,
puppet mastery, puppet specialization, resilient puppets).
Talent (Living Puppeteer): Living puppetry, puppeteer skill (instinct recall), innate
mastery.
Equipment: +1 gloves of spirited performance, motokiyo, standard shinobi equipment.

Techniques Known: Miyomaru knows most techniques and masteries appropriate for a
Jounin-level shinobi and puppeteer, as well as the following techniques:
Ninjutsu- ninpou: chakra no ito (5 masteries), gekisakka hiken: shuutai gouen;
kairai engeki: gyakusenden, yokouenshuu.

Dire Wolf Animal Puppet: Motokiyo: Large Construct; hp +20; Spd 50 ft.; Defense +2
armor, -1 size; Grap +4 size; Atk -1 size (2d6+6, 3 bites) and -3 size and circumstance
(2d6+3/X3, tail whip); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ hardness 6, puppet immunities;
CP +3 (chakra cost -2); Str 22, Dex 16.
Skills: -4 hide, -1 armor penalty.
Instinct Recall — Trip (Ex): Motokiyo can attempt a trip attack as a free action when it
hits with one or more bite attack, without provoking an attack of opportunity. This attack
is made at a -4 penalty.
Components (8 weapon points, 8 utility points): Head 2—Extra Head (2); Limbs 3—
Improved Servos, Tail Whip (Buzzsaw); Chest 3—Armor Plating (Thorium Armored
Frame, Spiked Armor Plating), Kunai Shower Mark III.

Okuni
Okuni is an aspiring dancer and puppeteer who is not above using her womanly wiles to
get her way, and her puppets to trick and defeat her enemies when she can't. She is a
clever and talented puppeteer, dancer and musician. Her favorite puppet is Sanzaburou.

Okuni: Charismatic Hero 3/Puppeteer 3; CR 6; Medium-sized humanoid; HD 3d6+6


plus 3d6+6; hp 41; Init +2; Spd 30 ft; Defense 15, touch 15, flat-footed 13 (+2 dex, +3
class); BAB +2; Grap +2; Atk +2 melee or +4 ranged; FS 5 ft by 5 ft; Reach 5 ft; AL
none; SV Fort +6, Ref +6, Will +6; AP 6; CP 23 (18 reserve); Rep +2; Str 10, Dex 14,
Con 14, Int 16, Wis 12, Cha 16.
Occupation: Vaudevillian (Bonus Class Skills: Concentration, Ninjutsu, Repair; Bonus
Feat: Nin Weapons Proficiency)
Skills: Bluff +11, Chakra Control +10, Concentration +11, Craft (visual art) +6,
Diplomacy +9, Disguise +8, Gather Information +9, Genjutsu +9, Knowledge (history)
+6, Ninjutsu +14, Perform (act) +9, Perform (dance) +9, Perform (sing) +12, Repair +12,
Search +9.
Feats: Deceptive, Force of Personality, Light Sleeper, Nin Weapons Proficiency,
Ninjutsu Adept, Simple Weapons Proficiency, Skilled.
Talent (Charismatic Hero): Charm (men), favor.
Talent (Puppeteer): Puppetry, advanced puppetry, puppeteer skill (puppet mastery).
Equipment: Sanzaburou, belt pouch (2 fire elemental scroll, 2 water elemental scroll),
standard shinobi equipment.

Techniques Known: Okuni knows most techniques and masteries appropriate for a
Genin-level shinobi and puppeteer, as well as the following techniques:
Genjutsu- saimin no jutsu
Ninjutsu- henge no jutsu (5 masteries), kairai engeki: kamitederu, shichihenge

Utility Puppet: Sanzaburou: Medium-size Construct; hp +10; Spd 30 ft.; Defense +1


natural; Grap +0; Atk +0 size (1d8+2 slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ hardness 3,
puppet immunities; CP +0; Str 14, Dex +0.
Skills: None.
Components (4 weapon points, 6 utility points): Head 1—Kunai Shower Mark II;
Limbs 3—Improved Servos, Elemental Cannon, Force Shield; Chest 2—Adept Body,
Auto-Repair Kit.

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