Earth Element: Quaking Badger Slam
TypeAttackStrain
ElementEarth
Effect1 to AB+10, 30, 60, 100, 150…
DurationInstant+0
DurabilityN/A
RangeEffect/2+20, +20, +40, +40, +60...
Casting SpeedStandard+0
AoE1 Zone+40
AdvantageAllows alternate skill+50
AdvantageGrants additional movement+30
Totals30, 34, 44, 52, 66... CP150, 170, 220, 260, 330 ... Strain

The user suffuses themselves with the earthen form of a great badger, bounding towards a cluster of enemies and smashing through them with its great paws, entering the Zone they attack. They make an attack roll for each enemy.

The user may use an alternative Melee attack skill such as Taijutsu in place of Quaking Badger Slam level for the attack roll

Shamelessly stolen from the inestimable @Shrooms and Stormfall.
 
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[X] Travel down the common route.
[X] Travel through the Piercing Spires.

My thoughts are basically similar. I might change my mind a bit if it turns out we've got too little chakra for combat or whatnot.
 
Since maneuvers and sprints are harder for technique hacking than attacks/defenses, I wouldn't hate trying one of those? Maybe BRI, now that we know honest attempts to technique hack won't penalize future tries. Getting a better version isn't super likely, but if we do, or get a useful tweak, then that's information that can be helpful for build decisions later on.


That said, thank you Stompy for pitching these, I think they're both be useful towards mobility/awareness, and veterancy.
Everything I'm posting has the potential to be immediately useful with <50 XP invested. BRI Tweaks -- not so much
 
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Everything I'm posting has the potential to be immediately useful with <50 XP invested. BRI Tweaks -- not so much

That's fair, and immediately useful is valid. If you want to prioritize those first, despite the potentially higher difficulty, that's fine. But having something strong to work towards for AoE/second tier filler down the road would be nice as well.
 
Earth Element: Rolling Stone
TypeSprintStrain
ElementEarth
Effect1 to AB+10, 30, 60, 100, 150…
DurationAn instant+0
DurabilityN/A
Range-2 (personal)
Casting SpeedSupplemental+75
AoE1 target (caster)
AdvantageIgnore a total of up to Effect points of Zone Borders+30
DisadvantageLeaves a clear trail-10
Totals21, 25, 31, 39, 49 ... CP105, 125, 155, 195, 245 ... Strain
The user can move up to Effect zones as a Supplemental action by riding a giant boulder. Ignore up to a total of jutsu Effect in cumulative Barrier ratings. Leaves a clear trail of devastation in the wake of the large rock.
 
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[X] Travel down the common route.

I don't think we need chakra, and I'm not sold on us needing paper. Getting intel on the key, the other seals, and allies is more important.
 
Earth Element: Sensing Roots
TypeManeuverStrain
ElementEarth
Effect1 to AB+10, 30, 60, 100, 150…
Duration1 hour+210
DurabilityN/A
Range-2 (caster)
Casting Speed1 Standard, 2 Supplemental-20
AoE1 target (caster)
AdvantageSkill Bonus: Alertness 3xEffect+30
AdvantageAffects Initiative+30
DisadvantageJutsu does not work while caster moves.-30(?)
Totals46, 50, 56, 64, 74... CP230, 250, 280, 320, 370 ... Strain
A Tweaked version of Living Roots. Not useful while in motion, instead slowing down to focus on static utility to search an area and notice changes over time, making it a static bonus (pun intended). Similar to the long-term sensing of Earthshaping, but much cheaper and unable to affect any change.

If there is additional refinement, put it into increasing investigation in addition to alertness, then into cost reduction.


(The idea being that this goes in the opposite direction of Thrashing roots. living roots is a solid jutsu and concept, but split it into two, to focus on the things it does better for the situation. Pie in the sky would be to have it act as Toph's tremor sense/truth sense, buffing more than alertness (investigation at least seems fair) but that would probably require a whole new technique. Still, veterancy wouldn't hurt.)

I'm also unsure how to balance the initiative aspect with the mostly keeping still, but I figure, if nothing else, you should be harder to ambush if you're just paying attention to what's going on around you and not moving.
 
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AdvantageSkill Bonus: Alertness+30
What's the magnitude of this bonus? I think the strain costs are +10, +30, +60... For 1x, 2x, 3x... Effect. The costs in the original statblock are not reflective of recent jutsu. For example, PF is 2x Effect for +30

AdvantageAffects Initiative (only 1xEffect)+30
If it affects initiative then it affects initiative. I would just get rid of only 1xEffect here. We're paying full price for the initiative bonus anyway.
 

Bleeding River Impalement- Storm's Eye

TypeAttackStrain
ElementEarth
Effect1 to AB+10, +30, +60, +100, +150...
Weapons2+60
DurationAn instant0
Durabilityn/a
Range2+40
Casting SpeedStandard
AOEEffect Zones+40, +80, +120, +160, +200…
DisadvantageElemental Requirement-20
DisadvantageContiguous Zone requirement-20
AdvantagePermanent Effect+30
AdvantageCreates Aspect+40
AdvantageCreates innate Border: min(Effect, 4)+10, +30, +60 +100, +100…
AdvantageExcludes user. Can include or exclude within melee of user.+50
Totals48, 64, 84, 108, 126 CP240, 320, 420, 540, 630
A BRI tweak, giving more flexibility in combat. Allows for entities in melee of the user to be optionally targeted, making it more viable when fighting multiple weaker-but-still-annoying enemies who may be close. (Selects all or nothing melee, rather than IFF, since that would be too strong and precise.)

Genuinely not expecting leftover refinement, as this is an improvement to a strong technique. But if there is leftover refinement, whatever is achievable of non-contiguous zones, cost reduction, or increased effect, in that order of preference if similar viability.
 
What's the magnitude of this bonus? I think the strain costs are +10, +30, +60... For 1x, 2x, 3x... Effect. The costs in the original statblock are not reflective of recent jutsu. For example, PF is 2x Effect for +30


If it affects initiative then it affects initiative. I would just get rid of only 1xEffect here. We're paying full price for the initiative bonus anyway.

Genuinely thank you for the input. I did change the initiative aspect, you're right on that, though I know there were concerns about movement during initiative, and if it didn't work there, it would just be wasted cost. But mechanically at least I still think it makes some sense.

Putting +60 for 3* effect sounds fine, in theory. It wasn't in the original, so I did not know what to put and kept it as-is, since it is a tweak and not upping a stat-line without understanding the mechanics seemed reasonable to me. Is that bonus magnitude given as a rule, or determined through reverse-engineering? If @Paperclipped or someone wants to take a look at the technique as give their two cents, the clarity would be appreciated, and if @Sir Stompy have something concrete I'll switch it, but otherwise I'll keep it as it is for now?
 
@eaglejarl @Velorien @Paperclipped

Can we please have an updated count of Hazou's chakra? I don't want to make this decision about whether to prioritize Hazou's chakra reserves without knowing what they are first.
We could probably make a conditional/branching plan based on his CR - the decision tree is pretty simple, yeah?

That said:

[x] Training Plan: Base Stats
[x] TH through the Piercing Spires.
 
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We could probably make a conditional/branching plan based on his CR - the decision tree is pretty simple, yeah?
We could, but this is a very simple question and it's concerning that we've been stonewalled on it for 3+ weeks. Call me crazy, but I don't think it's unreasonable to ask for this.

Genuinely thank you for the input. I did change the initiative aspect, you're right on that, though I know there were concerns about movement during initiative, and if it didn't work there, it would just be wasted cost. But mechanically at least I still think it makes some sense
There's a use case for Hazou ambushing someone from Stealth here. If the bonus is applied to initiative and it's determined before Hazou starts moving then it would apply for the entire combat. I could see the QMs saying it just doesn't work and such a use isn't compatible with the jutsu. Although I don't see why the original LR could work then...
Putting +60 for 3* effect sounds fine, in theory. It wasn't in the original, so I did not know what to put and kept it as-is, since it is a tweak and not upping a stat-line without understanding the mechanics seemed reasonable to me. Is that bonus magnitude given as a rule, or determined through reverse-engineering? If @Paperclipped or someone wants to take a look at the technique as give their two cents, the clarity would be appreciated, and if @Sir Stompy have something concrete I'll switch it, but otherwise I'll keep it as it is for now?
It's reverse engineered. The mutitag advantages are done the same way +30 for 2x, +60 for 3x...
 
We could, but this is a very simple question and it's concerning that we've been stonewalled on it for 3+ weeks. Call me crazy, but I don't think it's unreasonable to ask for this.
To be clear I don't mean to suggest that it's unreasonable to request or expect a solution, but there are plausible reasons that it would be delayed and this is a way around it.
 
There's a use case for Hazou ambushing someone from Stealth here. If the bonus is applied to initiative and it's determined before Hazou starts moving then it would apply for the entire combat. I could see the QMs saying it just doesn't work and such a use isn't compatible with the jutsu. Although I don't see why the original LR could work then...
I mean, the original LR worked less well and only have +Effect to the initiative bonus, no? So for a version that was static or nothing, I could see an argument that it meant nothing. Though that at least would give helpful feedback for future TH projects.

Incidentally, just this planning already feels like a helpful insight. You start with a technique with the core premise, but that isn't that powerful. You tweak different parts of it, to build veterancy and figure out "how the chakra interacts with different effects", as your TH raises over time. Then, you try to create a new jutsu with as many of the upgrades as you can, since combined they'll just be too far from the original technique. Then you start leveling it; you sell it for ridiculous amounts of money to your Kage; or you trade it to a different TH who's been working on a different project, so you now both have the benefit of two super-charged techniques (which really explains how multi-researcher teams can be functional or beneficial past the zerg death hurdle).

(Not me immediately thinking of Noburi and collaborations, and then to the chakra regeneration rune/efficiency rune. Getting a rune to run here isn't going to happen, which is funny, since we might now both be able to, and care about, having reduced chakra costs and improved technique hacking.)
 
[X] Travel down the common route.

The Deva was just pushing Hazou to move forward while he was just scribing seals and we agreed to not "abandon" the search for lesser causes. I assume the Deva will just push Hazou and force him to abandon any TH research right now.

They were on their way to Jūjigai, the nearest city, to see if they could find a collector interested in this extraordinary trophy.

Our Lifesinger friend does seem to want money/valuables/favors. He isn't a collector himself, well it's a start and it also implies there are collectors in the first place. Nothing ground breaking, but hey some information about the world.


Seems to mean Crossroad Town (十字街 ). Very creative Afterlife people.

Guess we are going to see if we have time for TH research.
 
You know, for an ancient being that has been trapped for a thousand years it sure is pushy about timelines.

It' a prideful being that considers itself our superior and we agreed to it's terms to work for it.

And maybe its just excited to have someone like Hazou under it's servitude,
or perhaps grant you, a dabbler in the elder tongue

It's like with the Bosses of the 7th Path, they are rules of thousands and even deeply connected to their domain.
 
The Deva was just pushing Hazou to move forward while he was just scribing seals and we agreed to not "abandon" the search for lesser causes. I assume the Deva will just push Hazou and force him to abandon any TH research right now
Probably just cuz we were right in front of it. It can't perceive very far away from the shrine.

[X] Action Plan: Journeys
Word Count: <300
  • If Hazou is at >60% of his total reserves travel down the common route.
    • Keep an eye out for signs of a singer with a "dragon's tooth"
  • If Hazou is at <60% of his total reserves, travel through the Piercing Spires.
    • If Hazou has filled up on chakra, and has some to spare, begin to Technique Hack Improved EPJ.
    • If the deva objects, tell them not to tell Hazou how to do his job.
    • Use chakrascope and MS8 to observe a shimmer, both in its natural state and while Hazou is absorbing it. Take readings of Hazou's coils with the MS8 while he absorbs it.
      • We might want to be able to create shimmers or similar objects with runes or seals one day, keep that in mind while experimenting.
 
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