Option analysis!
I'm a sucker for more xp
What does Shizue have Emiko do?
[] Provides only her skill and an extra pair of hands.
Good for getting sustainable work, but grossly underutilizes the help of someone more skilled.
[] Provides that, plus trap mechanisms.
Traps generally, work until they're broken. So it shouldn't be too hard to catch up on traps skill after working side by side with an expert at it.
[] Provides that, plus poison.
Poison however, is an expendable, if we acquire an Emiko rated poison, it's best served as something held in reserve for a finisher.
[] Provides all three.
Just combine the above two
[] Work on improving the basic body (Stats) of the puppet
-[] Set priority among Armament, Structure, Design, and Agility. (1st, second, etc)
--[] What portion of total XP (half, a third, no need for exact numbers) do you allocate?
Basics are the basics:
Armament - Better weapons, though at the level we're fighting at, the current equipment is deadly enough.
Structure - Higher priority if we go for an Emiko-upgrade, since it reduces damage taken, but it would take a LOT more power to do damage to the puppet at present, since it's more durable than a human body.
Design - More fancy tricks, which is always something nice to have. Not really urgent yet.
Agility - Something that is probably the highest priority eventually, as enemies get faster. Good enough for now.
[] Work on creating and designing equipment (just choose what you want to do, we'll work out numbers, and if you go 'over budget' that just means you have things invested to finish next time, like 5/X, or whatnot)
-[] Wired Reflexes: There are some small parts of the puppet that could definitely benefit from the use of wires rather than gears for the mechanisms. It would be a small improvement, but it might lead to expanded possibilities later on, and there are ideas Shizue has based on what she's read that she couldn't even begin to implement. (0/3) - Agility is increased by 2 for the purposes of acting first, quick reactions.
This is cheap and immensely potent. Especially the expanded possibilities. wired reflexes can lead to detachable parts, and give more room for a puppet's internals.
-[] Net Trap Explosion: She's working on it, she's working on it. Hopefully she can get it done soon. (7 of 8).
This one is almost done, and gives us a good nonlethal option for takedowns once we upgrade it. Being tangled up for long enough to let them cut free is more than enough time for a teammate to hit them with a high power technique.
-[] Submersible: Not only can the puppet be covered in water, it can operate while fully submerged, though it has no specific swimming 'ability' programmed in. (0/12)
Well...we're in a sea part of town. But since it can't swim and WE can't breath weater, this is mainly a design workforward for future plans.
-[] Improved Poison: Begin trying to work out a better poison that can be used for the poisoned kunai reliably, or maybe even added to the arm blades to actually make them poisonous, really the sting of an angry hornet. (0/???)
Stronger poisons of course, are good in making sure your enemy is affected fast enough to matter in a fight. Light on space usage too since it improves existing equipment.
--[] Ask Emiko about poisons, then simply figure out a way to install poison provided by her in a way that it can be used and reused without any risk of contamination. 0/???, less than the above, requires choosing 'Emiko Provides Poison.'
This is...well, very deadly to use a Jounin grade poison. I'm not really sure WHO we'd want to peg with it really.
-[] Spring Loaded: Currently the movement of the puppet is pretty normal. Springs could be placed to allow it a sudden 'burst' of activity. (Requires Emiko trap help to make work) (0/6)
Sudden bursts of speed is death to the ninja who doesn't see it coming, it only takes one hit to gut you. Most importantly, if we encounter an enemy who knows about this feature even if we have never demonstrated it...well, Emiko's even more likely
-[] Cloak and Daggers: It's not a big deal, but the cloak that Shizue's puppet is wearing could be changed to help it blend in even more, and increase the chance of it being mistaken for something else at a distance. Plus, it'd be better, aesthetically. (0/2)--+1 towards stealth rolls, puppet looks cooler.
Simple improvement to existing equipment(so no space usage), and looking cool has substantial improvements towards the typical perception of our puppet no doubt. Part of the problems of being a puppeteer is it's not glamourous like other ninjas.
-[] Water Gun: All that's needed is to install this (8/8)
Now that we have a water jutsu, this is more useful
--[] Itchy Water?: Through the use of chambers above the water, itching powder could be poured in right before it is sprayed. While it'd more be for friendly spars, it's an amusing idea, and the first one Shizue had before she had more dangerous ideas. (0/6), requires installing the Water Gun. Exclusive from all others.
More useful for sparring, but also very distracting in a fight. Don't underestimate itching powder, if you don't have the discipline or adrenaline rush to override the distraction, it's hard to fight at all.
--[] Caustic Water: There are any number of substances that can be rather bad if they get into someone's eyes, and can cause damage to the skin. While the water might dilute them, it could be a useful little trick. (0/8), requires installing the Water Gun. Exclusive from all others.
Acid is everything itchy water does, and more.
--[] Mildly Poisoned Water: Poisons could be added to the water so that if someone hit with the water gun wound up ingesting any of the water, they might suffer some side-effects, though at the level of poison knowledge Shizue has these wouldn't be truly dangerous poisons. (0/8), requires installing the Water Gun. Exclusive from all others.
Ingested poisons meanwhile, is much more potent from a water gun than you might expect, especially if hit by surprise. Water shot with great force can enter mouth and nose and be swallowed easily in the heat of combat, or even accidentally.
--[] Emiko Class Poisons: Work with Emiko to have her provide poisons to use for putting in the water. Maybe not her best, perhaps, but certainly they'd be a lot more effective than what Shizue could manage. But Shizue would have to get the poisons from Emiko after every second or third use, or it'd run out. (0/16?), requires installing the Water Gun and asking Emiko for help with poison. Exclusive from all others. Zairah, respond to me please?
Odd footnote there. Also this is most likely some kind of contact poison. Very easy to kill ourselves by accident.
--[] Loader: It's not so much a huge innovation as it is a rather complex system of chambers that allows the type of poison in the water to be regulated. Through this method, a dozen different poisons could be 'switched out' at well, allowing multiple of Shizue's ideas to be integrated into the same gun. (0/14), requires Emiko helping with both Traps and Poisons.
Way too fancy, and unnecessary until we have substantially better poison skill.
Distilled alcohol spray could work great for fire too though...
Continuing the investigation (pick one)
[] Personal examples to make it feel more pressing? That's easy!
-[] Talk to the three Genin, ask them about their experiences.
General probe, since we have a lot of theory and some data, we got limited direct information to use in a dedicated questioning.
-[] Talk to Azusa.
Chakra sensor might have noticed some unusual movements, but is of limited application until we have a suspect that she CAN track.
Now I suspect that Emiko might have arranged for her to get a more deadly ambush because as a sensor, she might be capable of blowing the plot open by tracking her movements.
-[] Talk to Chusei.
His traps skill doesn't add anything, so mostly it's for him seeing something Emiko might have missed while incapacitated.
-[] Interview Akachi about his experiences, the latest in the ambushes which has led to yet more deaths, though if he realizes what is being implied it could lead to fireworks.
He's been researching other countries, and he has been ambushed. Any insight is mitigated by his emotions which can blow it wide open. Nope.
[] Go to Emiko, whether for help or trying to confront her, you're not sure yet. Just...meet her.
If it IS Emiko, then meeting her might end in us getting terminated directly, or saved, if we're blase enough about all the betrayals and deaths(we're not).
[] Reveal it to someone else?
-[] One of the Jounin (Which? Pick from the list last update)
Premature. We hardly have anything solid by the standards of our very very unsubtle village.
Especially when currently the wholegroup is outcastes.txt.
-[] Another Genin, expand the circle wider (who? Pick from anyone on the 'Genin you know' list, or anyone who has been mentioned since and is still alive.)
Chieko meanwhile, might have information about the civilian casualties so far, she's been at the hospital a lot. I peg her as our next person to pull into the conspriacy unless we got enough clues to break the case open to someone who's publicly respectable enough to bring it to a Jounin.
I'm a sucker for more xp
What does Shizue have Emiko do?
[] Provides only her skill and an extra pair of hands.
Good for getting sustainable work, but grossly underutilizes the help of someone more skilled.
[] Provides that, plus trap mechanisms.
Traps generally, work until they're broken. So it shouldn't be too hard to catch up on traps skill after working side by side with an expert at it.
[] Provides that, plus poison.
Poison however, is an expendable, if we acquire an Emiko rated poison, it's best served as something held in reserve for a finisher.
[] Provides all three.
Just combine the above two
[] Work on improving the basic body (Stats) of the puppet
-[] Set priority among Armament, Structure, Design, and Agility. (1st, second, etc)
--[] What portion of total XP (half, a third, no need for exact numbers) do you allocate?
Basics are the basics:
Armament - Better weapons, though at the level we're fighting at, the current equipment is deadly enough.
Structure - Higher priority if we go for an Emiko-upgrade, since it reduces damage taken, but it would take a LOT more power to do damage to the puppet at present, since it's more durable than a human body.
Design - More fancy tricks, which is always something nice to have. Not really urgent yet.
Agility - Something that is probably the highest priority eventually, as enemies get faster. Good enough for now.
[] Work on creating and designing equipment (just choose what you want to do, we'll work out numbers, and if you go 'over budget' that just means you have things invested to finish next time, like 5/X, or whatnot)
-[] Wired Reflexes: There are some small parts of the puppet that could definitely benefit from the use of wires rather than gears for the mechanisms. It would be a small improvement, but it might lead to expanded possibilities later on, and there are ideas Shizue has based on what she's read that she couldn't even begin to implement. (0/3) - Agility is increased by 2 for the purposes of acting first, quick reactions.
This is cheap and immensely potent. Especially the expanded possibilities. wired reflexes can lead to detachable parts, and give more room for a puppet's internals.
-[] Net Trap Explosion: She's working on it, she's working on it. Hopefully she can get it done soon. (7 of 8).
This one is almost done, and gives us a good nonlethal option for takedowns once we upgrade it. Being tangled up for long enough to let them cut free is more than enough time for a teammate to hit them with a high power technique.
-[] Submersible: Not only can the puppet be covered in water, it can operate while fully submerged, though it has no specific swimming 'ability' programmed in. (0/12)
Well...we're in a sea part of town. But since it can't swim and WE can't breath weater, this is mainly a design workforward for future plans.
-[] Improved Poison: Begin trying to work out a better poison that can be used for the poisoned kunai reliably, or maybe even added to the arm blades to actually make them poisonous, really the sting of an angry hornet. (0/???)
Stronger poisons of course, are good in making sure your enemy is affected fast enough to matter in a fight. Light on space usage too since it improves existing equipment.
--[] Ask Emiko about poisons, then simply figure out a way to install poison provided by her in a way that it can be used and reused without any risk of contamination. 0/???, less than the above, requires choosing 'Emiko Provides Poison.'
This is...well, very deadly to use a Jounin grade poison. I'm not really sure WHO we'd want to peg with it really.
-[] Spring Loaded: Currently the movement of the puppet is pretty normal. Springs could be placed to allow it a sudden 'burst' of activity. (Requires Emiko trap help to make work) (0/6)
Sudden bursts of speed is death to the ninja who doesn't see it coming, it only takes one hit to gut you. Most importantly, if we encounter an enemy who knows about this feature even if we have never demonstrated it...well, Emiko's even more likely
-[] Cloak and Daggers: It's not a big deal, but the cloak that Shizue's puppet is wearing could be changed to help it blend in even more, and increase the chance of it being mistaken for something else at a distance. Plus, it'd be better, aesthetically. (0/2)--+1 towards stealth rolls, puppet looks cooler.
Simple improvement to existing equipment(so no space usage), and looking cool has substantial improvements towards the typical perception of our puppet no doubt. Part of the problems of being a puppeteer is it's not glamourous like other ninjas.
-[] Water Gun: All that's needed is to install this (8/8)
Now that we have a water jutsu, this is more useful
--[] Itchy Water?: Through the use of chambers above the water, itching powder could be poured in right before it is sprayed. While it'd more be for friendly spars, it's an amusing idea, and the first one Shizue had before she had more dangerous ideas. (0/6), requires installing the Water Gun. Exclusive from all others.
More useful for sparring, but also very distracting in a fight. Don't underestimate itching powder, if you don't have the discipline or adrenaline rush to override the distraction, it's hard to fight at all.
--[] Caustic Water: There are any number of substances that can be rather bad if they get into someone's eyes, and can cause damage to the skin. While the water might dilute them, it could be a useful little trick. (0/8), requires installing the Water Gun. Exclusive from all others.
Acid is everything itchy water does, and more.
--[] Mildly Poisoned Water: Poisons could be added to the water so that if someone hit with the water gun wound up ingesting any of the water, they might suffer some side-effects, though at the level of poison knowledge Shizue has these wouldn't be truly dangerous poisons. (0/8), requires installing the Water Gun. Exclusive from all others.
Ingested poisons meanwhile, is much more potent from a water gun than you might expect, especially if hit by surprise. Water shot with great force can enter mouth and nose and be swallowed easily in the heat of combat, or even accidentally.
--[] Emiko Class Poisons: Work with Emiko to have her provide poisons to use for putting in the water. Maybe not her best, perhaps, but certainly they'd be a lot more effective than what Shizue could manage. But Shizue would have to get the poisons from Emiko after every second or third use, or it'd run out. (0/16?), requires installing the Water Gun and asking Emiko for help with poison. Exclusive from all others. Zairah, respond to me please?
Odd footnote there. Also this is most likely some kind of contact poison. Very easy to kill ourselves by accident.
--[] Loader: It's not so much a huge innovation as it is a rather complex system of chambers that allows the type of poison in the water to be regulated. Through this method, a dozen different poisons could be 'switched out' at well, allowing multiple of Shizue's ideas to be integrated into the same gun. (0/14), requires Emiko helping with both Traps and Poisons.
Way too fancy, and unnecessary until we have substantially better poison skill.
Distilled alcohol spray could work great for fire too though...
Continuing the investigation (pick one)
[] Personal examples to make it feel more pressing? That's easy!
-[] Talk to the three Genin, ask them about their experiences.
General probe, since we have a lot of theory and some data, we got limited direct information to use in a dedicated questioning.
-[] Talk to Azusa.
Chakra sensor might have noticed some unusual movements, but is of limited application until we have a suspect that she CAN track.
Now I suspect that Emiko might have arranged for her to get a more deadly ambush because as a sensor, she might be capable of blowing the plot open by tracking her movements.
-[] Talk to Chusei.
His traps skill doesn't add anything, so mostly it's for him seeing something Emiko might have missed while incapacitated.
-[] Interview Akachi about his experiences, the latest in the ambushes which has led to yet more deaths, though if he realizes what is being implied it could lead to fireworks.
He's been researching other countries, and he has been ambushed. Any insight is mitigated by his emotions which can blow it wide open. Nope.
[] Go to Emiko, whether for help or trying to confront her, you're not sure yet. Just...meet her.
If it IS Emiko, then meeting her might end in us getting terminated directly, or saved, if we're blase enough about all the betrayals and deaths(we're not).
[] Reveal it to someone else?
-[] One of the Jounin (Which? Pick from the list last update)
Premature. We hardly have anything solid by the standards of our very very unsubtle village.
Especially when currently the wholegroup is outcastes.txt.
-[] Another Genin, expand the circle wider (who? Pick from anyone on the 'Genin you know' list, or anyone who has been mentioned since and is still alive.)
Chieko meanwhile, might have information about the civilian casualties so far, she's been at the hospital a lot. I peg her as our next person to pull into the conspriacy unless we got enough clues to break the case open to someone who's publicly respectable enough to bring it to a Jounin.