If you'll remember:


Generalist gives more in skills now, but balances it out by giving us worse stats. Which is bad since Stats affect multiple skills.

My build doesn't have a single stat under 16.
However, my plan nets us a few excellent stats, and it will be easier to raise low stats than it would be to raise high stats. Besides, my plan only has a single stat under 10, so we'll be fine with them in the beginning. Granted, we will need to raise them all later, but that would be true no matter what our starting stats are.
 
However, my plan nets us a few excellent stats, and it will be easier to raise low stats than it would be to raise high stats. Besides, my plan only has a single stat under 10, so we'll be fine with them in the beginning. Granted, we will need to raise them all later, but that would be true no matter what our starting stats are.
Mine also gives us a few excellent stats without sacrificing anything else.

Look, the way I see it, going in with our stats so low (which influences chakra capacity too) means that the first arc or so is going to be devoted to grinding out stats up, or hiding until we can grind our stats up.
 
With my plan, we can have our puppet handle the fighting for us, and we'll be able to improve its combat ability through poisons and fuinjutsu.

And yes, we will have to do a bit of grinding, but we would have had to do that anyway. With my plan well actually be able to get some results sooner.
 
On the subject of jutsu, there's no need to save XP to buy starting jutsu at this point. We'll assign them based on the relevant stats- Ninjutsu and Water Release, principally. Once the quest is underway, you'll gain the option to spend XP to buy new jutsu as and when appropriate.

Also, a note on chakra capacities:
Plan Generalist would give you 65 chakra. That's enough for six Replacements, or three uses of Clone (at two clones each)
Plan Puppet Mistress would give you 80 chakra. Eight Replacements, four uses of Clone at two clones each time.
Plan RAG would give you 215 chakra. 21 Replacements, ten uses of Clone at two clones each, plus one more.

By way of comparison, E-rank Emi the ridiculously average rookie (16 in every stat, truly a ridiculously average being who doesn't exist) would have 130 chakra.

All numbers rounded to the nearest multiple of 5.
 
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False Edit: Ninja'd by Bakkasama as far as replying to veekie goes.
Do you mean on the previous stage of voting? If so, then this.



Ok, before deciding, I have a very important question regarding something that was in the last update:



Does this mean that we should save XP in order to buy jutsu in the next update? Because our plans as they are are using them all.

Nope! Depending on what your Ninjutsu and Water Release (the two Jutsu options you have) are, you will get a certain number of free/know-at-start-of-Quest Jutsu. You're going to know at *least* the Academy Three and one E-ranked Sound Jutsu.

Once the Quest begins, getting more Jutsu costs XP and also time-investment to unlock them and so on...and ninja'd by lk too!
 
[X] Plan RAG

Was just too late to switch my vote last time, not that it mattered much since I would have changed to Pariah.
 
Generalist
-Ninjutsu 16+4
-Water Release 12

Puppet Mistress
-Ninjutsu 16+4
-Water Release 16

RAG
-Ninjutsu 16+4
-Water Release 16

So looks like aside from Generalist they all give the same number of free techs.
 
The crunch factor of this quest just shot up by a lot. I'm a little overwhelmed by some of it and I don't think I'm the only one. A big part of it is since everything is averaged it's hard to actually compare the plans next to each other.

I've looked at the numbers and the only place that Rags plan really falls behind is in poisons. Rags is admittedly slightly behind in most things but honestly I think the huge disparity in chakra capacity and health more then make up for it.

The Puppet Mistress isn't unviable by any means. It does what it sets out to do which is specialize. My problem with it is that it's a specialized glass cannon build that relies entirely on staying hidden to survive. I've played characters like that before and they can be fun but they are also very unforgiving. Especially troublesome is that since this is a world of ninja we can't assume that it's always going to be us getting the drop on people, we need a character that can survive a confrontation that isn't under ideal circumstances.

Plan Generalist is more balanced but I'm just not seeing anything that would make up for the huge disparity in chakra between it and plan Rags.

[X] Plan RAG

@The Laurent a number of the skills don't have a associated stat examples next to them because they have information pertaining to the bonuses from previous chargen options. For instance I'm not sure whether puppetry uses chakra molding or dexterity.

Also, a note on chakra capacities:
Plan Generalist would give you 65 chakra. That's enough for six Replacements, or three uses of Clone (at two clones each)
Plan Puppet Mistress would give you 80 chakra. Eight Replacements, four uses of Clone at two clones each time.
Plan RAG would give you 215 chakra. 21 Replacements, ten uses of Clone at two clones each, plus one more.

By way of comparison, E-rank Emi the ridiculously average rookie (16 in every stat, truly a ridiculously average being who doesn't exist) would have 130 chakra.

All numbers rounded to the nearest multiple of 5.

Are you quite certain? My calculation for Generalist comes out to 91.35. And Puppet Mistress comes out to 84.75 which means if your rounding to the closest ones it should be 85. I used a spreadsheet and got the same answer you did for Rag (216 without rounding) and Average Emi (128 without rounding). I would have to have done something very peculiar in order to get matching answers on some of them but not all of them since the formula is the same.
 
The crunch factor of this quest just shot up by a lot. I'm a little overwhelmed by some of it and I don't think I'm the only one. A big part of it is since everything is averaged it's hard to actually compare the plans next to each other.

I've looked at the numbers and the only place that Rags plan really falls behind is in poisons. Rags is admittedly slightly behind in most things but honestly I think the huge disparity in chakra capacity and health more then make up for it.

The Puppet Mistress isn't unviable by any means. It does what it sets out to do which is specialize. My problem with it is that it's a specialized glass cannon build that relies entirely on staying hidden to survive. I've played characters like that before and they can be fun but they are also very unforgiving. Especially troublesome is that since this is a world of ninja we can't assume that it's always going to be us getting the drop on people, we need a character that can survive a confrontation that isn't under ideal circumstances.

Plan Generalist is more balanced but I'm just not seeing anything that would make up for the huge disparity in chakra between it and plan Rags.

[X] Plan RAG

@The Laurent a number of the skills don't have a associated stat examples next to them because they have information pertaining to the bonuses from previous chargen options. For instance I'm not sure whether puppetry uses chakra molding or dexterity.



Are you quite certain? My calculation for Generalist comes out to 91.35. And Puppet Mistress comes out to 84.75 which means if your rounding to the closest ones it should be 85. I used a spreadsheet and got the same answer you did for Rag (216 without rounding) and Average Emi (128 without rounding). I would have to have done something very peculiar in order to get matching answers on some of them but not all of them since the formula is the same.

One second, will fill that stuff in when I'm more awake. Apologies for the crunch exploding, I could do a post explaining more about it all, if that would help?. Also, I figured out the difference! lk was using '10' as the Chakra Coil capacity (14-4) whereas the actual one is 14 (18-4). So yes, it actually is 91.35, so 91.
 
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One second, will fill that stuff in when I'm more awake. Apologies for the crunch exploding, I icould do a post explaining more about it all, if that would help?
Not really. The more crunch heavy a vote is, the less participation you get. Pretty much universal.

See the Changeling XP and contracts allocation in the other quest. It's hard to make an informed decision rather than an arbitrary one when the number of choices exceed people's ability to choose.

A more narrative point allocation might
 
Not really. The more crunch heavy a vote is, the less participation you get. Pretty much universal.

See the Changeling XP and contracts allocation in the other quest. It's hard to make an informed decision rather than an arbitrary one when the number of choices exceed people's ability to choose.

A more narrative point allocation might

The hope is that either people will be able to figure out what plans they like best and vote for them, or that they'll stick around for the Quest itself! I wouldn't want to lose too many voters at this stage.
 
The hope is that either people will be able to figure out what plans they like best and vote for them, or that they'll stick around for the Quest itself! I wouldn't want to lose too many voters at this stage.
Well, from experience, the more choices, the less players. The worst are resource allocation votes.

It's a bit too much accounting to plow through for most. Noticed it seems to work out better when you go through chargen through a series of in character events that decides your problem solving approach(and thus grants certain skills/attributes). Organic chargen.
 
OOC: Questions Open
Vote'll probably close tomorrow afternoon, so plenty of time to get your thoughts in! Also, because you've gotten this far, I can now begin to answer questions your character would know ICly, so, it's open season on Question-Asking now!

Whether about the world, about Reef, about the history of the region (though you don't know it in depth thanks to not taking provincial), and any number of other things! Including stat and skill related things!
 
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Right now I am on the phone so I can't post a plan but as things stand now, I will post a slight modification of RAG's. I would take two points from agility, two from stealth and three from water release, which would leave me eighteen points to spend. Ten of them I would use to raise poison up to ten and the other eight to buy four points for puppetry, raising it to twenty.

I would have liked higher mental stats than the average from other villages but I don't think it wise to lower the physichal stats too much.
 
Right now I am on the phone so I can't post a plan but as things stand now, I will post a slight modification of RAG's. I would take two points from agility, two from stealth and three from water release, which would leave me eighteen points to spend. Ten of them I would use to raise poison up to ten and the other eight to buy four points for puppetry, raising it to twenty.

I would have liked higher mental stats than the average from other villages but I don't think it wise to lower the physichal stats too much.

Here you go! I just took RAG and modified it as you indicated.

Also, someone asked. Puppetry is Intelligence (for building and etc) and Dexterity (for those clever fingers of yours.)

[] Plan Bakkasama

Strength: 16
Dexterity: 20
Agility: 20
Constitution: 16

Intelligence:16
Perception: 16
Power: 16
Willpower: 16

Chakra Coil Capacity: 28
Chakra Molding: 20


Awareness: 14
Evasion: 14
Short Blades: 9
Movement: 12
Ninjutsu : 16
Shurikenjutsu: 11
Stealth: 20
Taijutsu: 14


Chakra Control: 20
Fuinjutsu: 16
Genjutsu: 16
Infiltration: 16
Persuasion: 16
Poison: 10
Puppetry: 20
Socialize: 16
Traps: 16
Water Release: 13
 
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Whether about the world, about Reef, about the history of the region (though you don't know it in depth thanks to not taking provincial), and any number of other things! Including stat and skill related things!

How did a village whose founding clan (the Yaramachis) seems to be completely focussed on traps with their mine jutsus end up as hardcore against the more subtle sides of being a ninja, glorifying direct combat?

Also, could a sufficiently powerful and innovative Yaramachi pull of a Macross Missile Massacre and eventually build intercontinental cruise missiles? Because it isn't far from Mines that move on their own and track enemies to guided torpedoes to guided missiles.

Goddamit, only now that the votes are already decided i am seeing the awesome in many of the choices.
 
How did a village whose founding clan (the Yaramachis) seems to be completely focussed on traps with their mine jutsus end up as hardcore against the more subtle sides of being a ninja, glorifying direct combat?

Also, could a sufficiently powerful and innovative Yaramachi pull of a Macross Missile Massacre and eventually build intercontinental cruise missiles? Because it isn't far from Mines that move on their own to guided torpedoes to guided missiles.

It's a long story, but it has to begin with something that everyone's taught about, the Shimakage. In the aftermath of the 4th Ninja wars, the clans of the archipelago took an opportunity to do something no Ninja had done before, successfully. They overthrew their Daimyo and set themselves up as rulers, the Oyabun in charge calling himself (or herself, there were 6 in 60 years, but Shizue remembers that a lot of the short reigns were towards the end) the Shimakage. They divided taxes among each other, wrote poetry, operated as a Hidden Village of 300-400 Ninja. So, a genuine, real, high-end small minor village. With decent quality control and everything! Even sent envoys to Konoha, fearful that someone would try to restore the old Daimyo.

But, just like Samurai, in an age of peace they tended to find other reasons for being. Rulership, most of all. Genin changed, became more like 'squires' than 'trainee assassins' though they still learned thet secretive arts of the Ninja. Chunin were thus 'Knights' or 'Barons' and Jonin, the elite, were 'Lords', who sometimes held the rights to the taxes for entire islands and villages, by the merit of their strength. So they fought duels, practiced rulership, and got somewhat lax on things. The specifics you don't know, or how they got 'lax.' All the teachers do is tell a story of 'And then man grew proud' as it were. When the Shimakage was overthrown, the whole island descended into chaos, into a dozen competing factions that reduced themselves down to three. Island, which claimed to be the rightful heir of the Shimakage. Reef, protected by their mines, the smallest and weakest of the bunch, but for a time the cleverest. And Tide, led by a number of Missing-Nin who took advantage of the chaos to move in.

And ever since, bold, brave, and heroic Reef has fought and bled and sacrificed to gain the title of Shimakage and restore peace and harmony to the lands and its peasants, longing for rightful and universal rule! They have lost much, the cunning and clever dead on numerous battlefields, the art of war and raid and counter-raid meaning that less subtle skills at first seemed less important, and then meaningless, compared to the duels of the great Jonin, the clashes of the Chuunin, the desperate scrabbles of the Genin.

One day, though, Reef will triumph, if only you believe in its mission, fight for it with all of your heart, and die for it if need be! And thus the civil war enters it's 4th decade.

*****

Missiles, yes, intercontinential cruise missiles...probably way, way, way too chakra heavy, so if it's at all possible it'd have to be a big fuinjutsu ritual where people burn through all of their Chakra to add to your 'pool' to do something cool.
 
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