What system should we switch to? The QMs are currently investigating the HERO system (exact variant TBD, probably either Champions or Ninja Hero) but we're willing to be convinced of something else. If you want to make a suggestion, please include the following:
    • Name of system.
    • Statement of why you think it would be a good choice. Remember that the goal is something that's easy to use, fast-moving, and flexible. "Easy to learn" is also a desirable characteristic, as is "easy to automate".
    • Link to a zero-cost source of the rules, either online or as a download. (HERO and Ninja Hero are available free. PM me if you can't find them.)
I would recommend GURPS 4E. Here's the high points:

- The core system is extremely streamlined, if a little weird by modern standards. You roll 3d6, and try to get a result of (your relevant rating) or lower. (Yes, lower, not higher. There's some simple optional rules that makes this work for really high ratings and opposed rolls.) The rating you use can be one of your base stats (Strength, Dexterity, Intelligence, Health), one of your skills (there's a huge list of them, but they include things like Karate, Teamster, or Heraldry), or a Technique, each of which expand on a specific use of a skill, like Karate: Lethal Eye Poke or Teamster: Sharp Turn (and yes, that's actually a thing). The 3d6 rolls also mean that all actions fall along a broadly predictable but not completely predictable bell curve based on character stats.

- As you might infer from the previous point, it's easy to be as broad or as specific as you want for any given character. Making an NPC? Give them broad stat ratings with a couple of specific modifiers. Making a PC? You can go all the way down into putting points in specific techniques to represent favored combat techniques or that one guy who has encyclopedic knowledge of sheep.

- To go with the above, for a PC, the system rewards specialization, but not overwhelming specialization. Skills are cheaper than than stats, and techniques are cheaper than skills, but because the costs for skills and techniques go up exponentially (e.g. 1 point, 2 point, 4 points, 8 points, etc) while the costs for stats are flat but much higher (10+ points per rank), you get much more efficiency out of your points by investing wisely all three types. In my experience, this helps to encourage characters to have a mix of broad competencies alongside their specializations.

- Character can, but don't have to, be customized with Advantages (things like Hard to Kill, which extends your survival period when badly wounded, or Protected Sense, which ). All Advantages and Disadvantages can have modifiers added to customize them, and these modifiers added to those, and so on, for extremely intricate power creation. Even basic stuff like "Velma with her glasses" can be represented as a customized Disadvantage (Bad Sight (Mitigator, Glasses, -60%) [-10]).

- The expansion books add more options, but don't substantially expand on the core set's character generation mechanics. Instead, they try to come up with interesting ways to use existing Advantages, Disadvantages, and modifiers to represent different abilities. There are only a handful of things that add more character generation options, generally for genre-specific stuff (like carrying capacity-specific expansions to Strength for comic book characters).

- The combat system at its core is as streamlined as the stat system (opposed 3d6 rolls trying to beat the opponent's rating, then apply rolled damage to the opponent's HP), but there's about a million options you can add in. The key word here is can. It works fine without any of them, but if you really want you can go all the way into rolled hit locations, a dozen weapon damage types and their interactions with different kinds of armor, the trade-offs of specific weapons and attack types, and so on.

- Enough of the system corresponds to real things in-universe (e.g. HP represents actual physical durability, not an abstract "toughness") that you can easily extrapolate back and forth for benchmarking and estimation purposes. Some things even have actual formulas written up: for example, normal living creatures have an average of (2 × cube root of mass in pounds) hit points, with non-living things being given similar formulas depending on whether they're made out of a single homogenous substance (like a block of stone) or out of multiple substances (like a magically-animated zombie).

- There's an extremely excellent character generator available that does all the math for you, even for the extremely complicated edge cases, like powers with multiple layers of nested modifiers. It even covers weird edge cases like different body shape and the corresponding hit locations (useful for summons!).

- A lot of people have already put in detailed thought on the subject of Naruto material in GURPS, including character templates and powers that could be used for inspiration. The SJ Games forums are chock-full of this kind of stuff, accessible with just a Google search.

GURPS Lite is available as a free download. It covers the basics of stats, skills, advantages, disadvantages, and the core of the combat system, but not the more elaborate options like Techniques or the in-depth combat options.

Here's an example of a Naruto-inspired character template from the SJ Games forums.

Genin, 315 points

Attributes:
ST 11 [10]; DX 12 [40]; IQ 11 [20]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1, BL 24 lbs; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]; EP 5 [15]; Basic Speed 5.75 [0]; Basic Move 5 [0]

Advantages: Enhanced Ground Move 2 (Chi Power Source, -10%) [36]; Super Jump 1 (Chi Power Source, -10%) [9]; Henge: Morph (Cosmetic Only, -50%; Chi Power Source, -10%; Costs 1 FP, -5%) [35]; Bunshin: Illusion (Chi Power Source, -10%; Can only create duplicates of user, -35%; Costs 1 FP, -5%) [12], Kawarimi: Warp (Range Limit, 10 yards, -50%; Chi Power Source, -10%; Reliable +4, +20%; Evasion Only, -30%) [30]; Combat Reflexes [15]; High Pain Threshold [10]; Status 1 [5]; Military Rank 1 [5]; Security Clearance (Genin-Rank Secrets, need to know basis) [5].

Another 50 points chosen among ST +1 to +2 [10-20], DX +1 [20], HT +1 to +2 [10-20], IQ +1 [20], ST +1 to +4 [5-20], Per +1 to +4 [5-20], FP +1 to +5 [3-15], EP +1 to +5 [3-15], Acute Senses (Any) 1-5 [2/level], Cultural Adaptability [10], Damage Resistance 1-2 (Partial, Hands, -40%; Tough Skin -40%) [1-2], Forceful Chi 1-2 [15-30], Gizmos (Only for style) [4/level], Innate Attack [varies], Social Chameleon [5], Striker (Crushing) [5], Trained By A Master [30], Weapon Master [20-45], Style Perks [1 each].

You must take either Trained By A Master or Weapon Master!

Perks: Style Familiarity (own style) [1]

Disadvantages: Duty (Ninja Village; Extremely Hazardous; 12 or less) [15]; -20 points chosen from among Greed [-15], Intolerance (Nation or other large group) [-5], Sense of Duty (Ninja Village) [-5], Bloodlust [-10], Callous [-5] or Low Empathy [-20], Code of Honor (Ninja Code) [-10], or Light Sleeper [-5].

Primary Skills: Stealth (A) DX +2 [8]-14

Also spend 20 points in the skills and techniques of your fighting style.

Secondary Skills: Pick five of Forced Entry or Jumping, both (E) DX+1 [2]-13; Climbing (A) DX [2]-12; Escape (H) DX-1 [2]-11; Running (A) HT [2]-11; Camouflage (E) IQ+1 [2]-12; Acting, Fast-Talk, Holdout, Lockpicking, Shadowing, or Traps, all (A) IQ [2]-11; or Poisons (H) IQ-1 [2]-10.

Background Skills: Pick four of Area Knowledge (any) or Savior-Faire (Military), both (E) IQ [1]-11; or Armoury (Melee Weapon or Missile Weapons), Explosives (Demolitions or Fireworks), or Streetwise, all IQ-1 (A) [1]-10.

This stuff looks complicated, but most of the complexity is in character generation. In play, for everything but the Advantages/Disadvantages, you're just rolling 3d6 against those stat or skill ratings—for example, 3d6 and trying to get 13 or less when using Jumping. (Some mental Disadvantages also have a 3d6 "self-control" roll, with a target number you can adjust by increasing or decreasing the Disadvantage cost.) For the Advantages/Disadvantages, you're just using whatever the effect described in them is, and if any kind of variation comes in it's almost always using the same 3d6 core system in some way.

For example, with the Kawarimi advantage up there, those modifiers add up to "once per turn, when attacked, roll 3d6 against Intelligence-6, and if you succeed you teleport to anywhere within 10 yards" (and, as part of the Warp ability, you can spend fatigue points to increase the Intelligence rating you're rolling against).
 
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I mean, as far as the 'playtested system' thing goes... nothing stops us from, I dunno, running a few combats between ourselves as players and working out the kinks that way, if we wanted.

Hm. So what are the main goals/issues here? My guesses:
  • Making sure abilities scale appropriately with stats (and EXP)
  • Making sure modifiers from weapons, techniques, etc. are reasonable
  • Combat is reasonable to run - not too many skills and checks

Since the Elo idea only really affects how combat is evaluated, I suppose we could take a tried-and-tested system for skills and so on, and figure out a way to translate skill tests into Elo calculations. Especially if the system rolls large numbers of dice, and we use Elo with the normal distribution, since the two match up fairly well. It would require being more cautious about all the skill and difficulty values and so on, which is a pain. The Chess Analogy Advantage TM helps with that quite a bit, but it does lose some of the advantage of a well-calibrated existing base system.
 
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As a note for people talking about dice. HERO is a 3d6 system with attack and defend skills. Normal humans are generally +3 to attack or defend. Naturally nimble people get to +6 or so. Where to skill ninja is an interesting question.

Unlike many systems, it is easy to make dodge focused characters instead of tough ones.
 
Hm. So what are the main goals/issues here? My guesses:
  • Making sure abilities scale appropriately with stats (and EXP)
  • Making sure modifiers from weapons, techniques, etc. are reasonable
  • Combat is reasonable to run - not too many skills and checks

Since the Elo idea only really affects how combat is evaluated, I suppose we could take a tried-and-tested system for skills and so on, and figure out a way to translate skill tests into Elo calculations. Especially if the system rolls large numbers of dice, and we use Elo with the normal distribution, since the two match up fairly well. It would require being more cautious about all the skill and difficulty values and so on, which is a pain. The Chess Analogy Advantage TM helps with that quite a bit, but it does lose some of the advantage of a well-calibrated existing base system.
@eaglejarl @Velorien @OliWhail What specific problems does the current system have that you wish to solve by changing systems?

e: I can guess stuff like "is slow to run", but if you could ennumerate the specific things you want in (you guessed it) a list, that would help us determine what the best system is.
 
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GURPS would be good, but I don't think it's free. I run it for my players, it has the advantage that the rules is mutable to any kind of setting.

If you guys did like the GURPS system, I can get you access to your own copies.
 
GURPS would be good, but I don't think it's free. I run it for my players, it has the advantage that the rules is mutable to any kind of setting.

If you guys did like the GURPS system, I can get you access to your own copies.
Well, I don't know if I'd say any setting. It does work pretty poorly for some things, like high-powered comic book stuff.

However, I think it works really well for this version of the Naruto setting, as its rules go nicely with the idea that even the most cosmically-powered badass can potentially get shanked if they're not careful.
 
Well, I don't know if I'd say any setting. It does work pretty poorly for some things, like high-powered comic book stuff.

However, I think it works really well for this version of the Naruto setting, as its rules go nicely with the idea that even the most cosmically-powered badass can potentially get shanked if they're not careful.
On the other hand, it doesn't quite fit to the competency curve shown so far (~+20% skill means it's nearly impossible to beat someone).
 
On the other hand, it doesn't quite fit to the competency curve shown so far (~+20% skill means it's nearly impossible to beat someone).
Well, actually, that fits pretty well. Remember, it's a game system where literally every roll except damage is on the same bell curve.



Even a few points of difference is a significant change in result probabilities, presuming that Deceptive Attack is in play if both combatants have high ratings. Rolling 3d6 vs 10 compared to 3d6 vs 14 is a change of 40% in average results.
 
[x] Lore Update: Scenes from Konoha's Chunin Exams
[X] Lore Update: The Doom Fortress and Kagome's Defection
 
Well, actually, that fits pretty well. Remember, it's a game system where literally every roll except damage is on the same bell curve.



Even a few points of difference is a significant change in result probabilities, presuming that Deceptive Attack is in play if both combatants have high ratings. Rolling 3d6 vs 10 compared to 3d6 vs 14 is a change of 40% in average results.
By 'nearly impossible', I mean ~5% chance of victory in a single engagement (of which such a victory would surely require multiple). Average increase in difficulty of 40% from 50% means it's closer to ~30% chance of victory.
 
By 'nearly impossible', I mean ~5% chance of victory in a single engagement (of which such a victory would surely require multiple). Average increase in difficulty of 40% from 50% means it's closer to ~30% chance of victory.
Well, let's consider, say, somebody with a 10 in everything attacking somebody with a 14 in everything.

Mister Ten rolls 3d6 vs 10 to attack. He has a 50% chance of success on his attack roll. Mister Fourteen has a Basic Speed of 7 ([HT 14 + DX 14] / 4), and so a Dodge of 10 (Basic Speed + 3) and can reliably (90%) use Acrobatic Dodge every turn to increase that to 12. He has a 74.1% chance of succeeding on his dodge roll.

Compound those, and Mister Ten has only an 12.9% chance (0.5 * (1 - 0.741)) of hitting Mister Fourteen any given attack. This is more than a 5% chance, but Mister Ten will probably need more than one attack to try and kill Mister Fourteen, and in the meantime we consider the opposite...

Mister Fourteen has a 90.7% chance of success on his attack roll. Mister Ten has a Basic Speed of 5 and a Dodge of 8, so he's only got a 25.9% chance of succeeding on his dodge roll.

Compound those, and Mister Fourteen has a 67.2% chance (0.907 * (1 - 0.259)) of hitting Mister Ten with any given attack.

Now add in all the effects that aren't counted in just normal attack and defense rolls and Mister Ten is reliably screwed in any one-on-one fight. For example, if both Mister Ten and Mister Fourteen have the Kawarimi advantage from the template I posted before and Mister Fourteen is willing to spend 2 FP on it in each of the first two rounds (having 14 FP instead of 10 FP and so a bit more to burn), those probabilities change to Mister Ten having only a 6.4% chance (0.5 * (1 - 0.741) * (1 - 0.50)) of hitting Mister Fourteen in those rounds.
 
I'm like 75% sure there's a free pdf for the rules on the website, give me a sec.

I found this, which is apparently the parts of the system that are okay'd for public use. Going by the name of the site, is this the HERO you were talking about, Velorien?
I believe so? All specific HERO-related queries should be addressed to @eaglejarl, who knows the system well and is its chief proponent.

Hm, time to test out the voting mechanics.
[X] Langevin
[X] The summaries of Yumehara's A History
[X] Tobirama's Treatise on the Second Shinobi World War
[X] Hiruzen's Diary of the Third Shinobi World War
[X] [Rollback] Chapter 159

I haven't had time to investigate systems yet, and/or play enough to get an idea of what they should feel like, so, uh, I'll leave that in more competent hands.
Now I'm tempted to write a lore update entirely about @Langevin.

More generally, you guys have really delivered with the lore update ideas. I'm both impressed and appreciative.
 
Interlude (AU): Boom Boom Paradise
It was a beautiful overcast morning. Kagome woke up, and made sure none of his intruder-detecting-and-obliterating seals had gone off, which of course they hadn't, because everyone wanted him alive and healthy and there weren't any conspiracies trying to eliminate him because he knew too much.

Satisfied, he got out of bed. The automatic de-lupchanzer seal on the floor, the invention which only last year had ended all war forever, flared with the familiar blue light of perfect safety. It had been a pain, turning down all five Kage hats, but Kagome's true love was sealing, and he wasn't the kind of man who made compromises.

He barely had time to walk out of his bedroom before Inoue sidled up to him, dressed in that figure-hugging red outfit he really liked. "Husband, you are looking more virile than ever this morning. Would you like to do erotic things with me again?"

On his other side, Hazō offered him another of his lists. "Kagome-sensei, I have a new proposal for sealcrafting research that does not violate the very laws that protect us from the unspeakable horrors lurking on the threshold between dream and reality. Also, it has no failure modes and I have drawn up detailed safety protocols for what to do when it goes wrong anyway."

Kagome took a second to look around his home, which was like the Gōketsu residence, only twice as big and ten times as fortified, and with a three-mile perimeter with clear lines of sight and 3,089 different traps which Kagome had time to reset and rearrange every morning. Oh, and it was called the Kagome residence, not the Gōketsu residence. Obviously.

"No time," he told both of them. "My nemesis is up to his old tricks again, and nobody else can stop him. Tell Jiraiya-stinker to ready my special combat uniform, with all the brilliant personal defence seals I invented that don't interfere with each other or fail catastrophically when hit with chakra attacks, and make sure he puts the pieces together right this time."

"It's all right, Clan Leader. Jiraiya may be a bit slow, but he really looks up to you as a sealmaster and a superior human being, so I'm sure he will work hard."

Kagome nodded, and went boldly forth.

"Wait!" Keiko called out to him on his way out. "My calculations state that you have only a 0.000001% chance of victory, and I don't want to lose you because you are such an excellent father figure, much better than your own father ever was!"

"Don't worry, Keiko," Kagome ruffled her hair, completely at ease with expressing affection through physical contact. "With enough explosives, every battle has a 100% chance of victory!"
-o-
"Ahhahahaha!" the Sage of Six Paths laughed maniacally. "You, the only man who can stop me, have finally fallen into my cunning trap. Now, while you are chained down with no hope of escape, I will use my sealing failure cascading device to rip open a rift to the far side of space and time and consume you forever!"

"Not so fast," Kagome said, and then delivered a really clever one-liner with his usual skill at improvising in social contexts. Then, the micro-exploding tags he'd invented went off, snapping the chains without risking any harm to Kagome himself.

"Impossible! Even I, the Sage of Six Paths, couldn't safely make seals that small! You shall die for being the greatest sealmaster ever!"

The Sage slammed his thumb down on the trigger for his doomsday device but nothing happened.

"Ha!" Kagome sneered. "You thought you had me trapped, but actually I arrived in this room before you did, laid down some seals which completely countered everything you were planning to do, and then let you think you'd captured me!"

The Sage gritted his teeth. "You have foiled me for the last time, Kagome! Now I shall kill you with all the taijutsu, ninjutsu and genjutsu I have accumulated over a thousand years of training!"

Then he exploded into a million tiny pieces.

"I told you," Kagome said, "I prepared this room myself. Not even your Absolute Defence Total Immortality no Jutsu can withstand my skill at blowing things up."

He strolled out into the courtyard of the Sage's evil base.

But waiting for him there were ten thousand clones of the Sage's brother. Because this was taking place in Rain. Obviously.

"You will pay for revealing my terrible secret to the world with your encyclopaedic knowledge of hidden truths, Kagome!"

Dummy waved his arms as he gave his forces a complicated series of sophisticated orders. "First division, advance! Vanguard, execute pattern alpha! Flotilla, engage him in a pincer movement! Overpowered ninjutsu squad, prepare the overpowered ninjutsu on my mark!

"Now you are doomed, Kagome. Battle tactics can never defeat strategy!"

Kagome threw out a hundred thousand implosion seals, destroying Dummy's entire army in one go.

"They can if the battle tactics have enough explosives!"

"Noooo…" Dummy crumpled to his knees. "How could I forget this universal truth which is now taught in every ninja school in the world?"

Kagome jumped down and put Dummy out of his misery using the incredible manly strength that he had always had but just chose never to use, because he preferred to win battles using his brain unlike those kids who had always bullied him at the Academy. (Though, obviously, those kids had long since seen the error of their ways. They'd begged Kagome for forgiveness, and he had generously given them a second chance by assigning them to permanent meatbag duty together with the sealing instructor who'd told Kagome he'd never amount to anything.)

The Kagome Clan was waiting for him at the exit.

"Wow, Kagome," Akane said. "You really are incredibly youthful."

Kagome, who totally knew what she meant when she kept using that word, accepted the compliment with his usual social grace.

"It's true," Noburi agreed. "Nobody else could have seen through the Sage's plan like that. I'm sure glad nobody calls you crazy or paranoid when you make these sensible danger assessments that always turn out to be right."

And finally, standing behind them all was Ayako, just like he remembered her.

"Kagome," she said, "I've made a terrible, terrible mistake and I'm sorry for everything. After all these years, I finally realise what an amazing man you are. Won't you please be my boyfriend?"

"No," Kagome said, but gently, because he was good at understanding other people's feelings and not accidentally offending them or making things worse.

"I have my family now, the one I always wanted, and they're all I'll ever need."
-o-
I don't have much time today, but since this one was pretty short, I'll see if I can come up with anything else to go with it.​
 
It was a beautiful overcast morning. Kagome woke up, and made sure none of his intruder-detecting-and-obliterating seals had gone off, which of course they hadn't, because everyone wanted him alive and healthy and there weren't any conspiracies trying to eliminate him because he knew too much.

Satisfied, he got out of bed. The automatic de-lupchanzer seal on the floor, the invention which only last year had ended all war forever, flared with the familiar blue light of perfect safety. It had been a pain, turning down all five Kage hats, but Kagome's true love was sealing, and he wasn't the kind of man who made compromises.

He barely had time to walk out of his bedroom before Inoue sidled up to him, dressed in that figure-hugging red outfit he really liked. "Husband, you are looking more virile than ever this morning. Would you like to do erotic things with me again?"

On his other side, Hazō offered him another of his lists. "Kagome-sensei, I have a new proposal for sealcrafting research that does not violate the very laws that protect us from the unspeakable horrors lurking on the threshold between dream and reality. Also, it has no failure modes and I have drawn up detailed safety protocols for what to do when it goes wrong anyway."

Kagome took a second to look around his home, which was like the Gōketsu residence, only twice as big and ten times as fortified, and with a three-mile perimeter with clear lines of sight and 3,089 different traps which Kagome had time to reset and rearrange every morning. Oh, and it was called the Kagome residence, not the Gōketsu residence. Obviously.

"No time," he told both of them. "My nemesis is up to his old tricks again, and nobody else can stop him. Tell Jiraiya-stinker to ready my special combat uniform, with all the brilliant personal defence seals I invented that don't interfere with each other or fail catastrophically when hit with chakra attacks, and make sure he puts the pieces together right this time."

"It's all right, Clan Leader. Jiraiya may be a bit slow, but he really looks up to you as a sealmaster and a superior human being, so I'm sure he will work hard."

Kagome nodded, and went boldly forth.

"Wait!" Keiko called out to him on his way out. "My calculations state that you have only a 0.000001% chance of victory, and I don't want to lose you because you are such an excellent father figure, much better than your own father ever was!"

"Don't worry, Keiko," Kagome ruffled her hair, completely at ease with expressing affection through physical contact. "With enough explosives, every battle has a 100% chance of victory!"
-o-
"Ahhahahaha!" the Sage of Six Paths laughed maniacally. "You, the only man who can stop me, have finally fallen into my cunning trap. Now, while you are chained down with no hope of escape, I will use my sealing failure cascading device to rip open a rift to the far side of space and time and consume you forever!"

"Not so fast," Kagome said, and then delivered a really clever one-liner with his usual skill at improvising in social contexts. Then, the micro-exploding tags he'd invented went off, snapping the chains without risking any harm to Kagome himself.

"Impossible! Even I, the Sage of Six Paths, couldn't safely make seals that small! You shall die for being the greatest sealmaster ever!"

The Sage slammed his thumb down on the trigger for his doomsday device but nothing happened.

"Ha!" Kagome sneered. "You thought you had me trapped, but actually I arrived in this room before you did, laid down some seals which completely countered everything you were planning to do, and then let you think you'd captured me!"

The Sage gritted his teeth. "You have foiled me for the last time, Kagome! Now I shall kill you with all the taijutsu, ninjutsu and genjutsu I have accumulated over a thousand years of training!"

Then he exploded into a million tiny pieces.

"I told you," Kagome said, "I prepared this room myself. Not even your Absolute Defence Total Immortality no Jutsu can withstand my skill at blowing things up."

He strolled out into the courtyard of the Sage's evil base.

But waiting for him there were ten thousand clones of the Sage's brother. Because this was taking place in Rain. Obviously.

"You will pay for revealing my terrible secret to the world with your encyclopaedic knowledge of hidden truths, Kagome!"

Dummy waved his arms as he gave his forces a complicated series of sophisticated orders. "First division, advance! Vanguard, execute pattern alpha! Flotilla, engage him in a pincer movement! Overpowered ninjutsu squad, prepare the overpowered ninjutsu on my mark!

"Now you are doomed, Kagome. Battle tactics can never defeat strategy!"

Kagome threw out a hundred thousand implosion seals, destroying Dummy's entire army in one go.

"They can if the battle tactics have enough explosives!"

"Noooo…" Dummy crumpled to his knees. "How could I forget this universal truth which is now taught in every ninja school in the world?"

Kagome jumped down and put Dummy out of his misery using the incredible manly strength that he had always had but just chose never to use, because he preferred to win battles using his brain unlike those kids who had always bullied him at the Academy. (Though, obviously, those kids had long since seen the error of their ways. They'd begged Kagome for forgiveness, and he had generously given them a second chance by assigning them to permanent meatbag duty together with the sealing instructor who'd told Kagome he'd never amount to anything.)

The Kagome Clan was waiting for him at the exit.

"Wow, Kagome," Akane said. "You really are incredibly youthful."

Kagome, who totally knew what she meant when she kept using that word, accepted the compliment with his usual social grace.

"It's true," Noburi agreed. "Nobody else could have seen through the Sage's plan like that. I'm sure glad nobody calls you crazy or paranoid when you make these sensible danger assessments that always turn out to be right."

And finally, standing behind them all was Ayako, just like he remembered her.

"Kagome," she said, "I've made a terrible, terrible mistake and I'm sorry for everything. After all these years, I finally realise what an amazing man you are. Won't you please be my boyfriend?"

"No," Kagome said, but gently, because he was good at understanding other people's feelings and not accidentally offending them or making things worse.

"I have my family now, the one I always wanted, and they're all I'll ever need."
-o-
I don't have much time today, but since this one was pretty short, I'll see if I can come up with anything else to go with it.​

The brightest timeline.
 
Oh my Jashin, that was amazing.

E:

Keeping in mind that between all the exaggerations we can still see the real desires and feelings of Kagome, this line made me happy:

"I have my family now, the one I always wanted, and they're all I'll ever need."​
 
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Just as an amusing observation, today marks the 666th day of play in this thread.

Make of that what you will. :D
 
Keeping in mind that between all the exaggerations we can still see the real desires and feelings of Kagome, this line made me happy:
My assumption is that this was a dream of Kagome's:

Can I have confirmation, @Velorien?
Just as an amusing observation, today marks the 666th day of play in this thread.

Make of that what you will. :D
Obviously this should be the day that we see the first appearance of Orochimaru, then :D
 
I've been working on figuring out how I would represent MfD things in M&M. Have a very incomplete port, using notation that probably won't make sense to other people and lots of fields not updated:

Hazou
PLU - 0/150PP
Abilities (STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0.) • 0PP
Defences (Dodge 0 [+0]. Fortitude 0 [+0]. Parry 0 [+0]. Toughness 0 [+0]. Will 0 [+0].) • 0PP
Skills (Close Combat: Unarmed [+0]. Deception [+0]. Expertise: Sealing [+0]. Insight [+0].) •
Advantages (Attractive 2. Artificer: Sealing. Benefit: noble. Benefit: hokage's son.) • 5PP
Iron Nerve (Feature 1: perfectly replicate past movements. Feature 2: download seal blanks - giving major circumstance bonus to design checks for reverse engineering them. Feature 2: major circumstance bonus to construction checks for Artificer: Sealing. Second Chance: failing saves that would result in death.) • 6PP
Roki (Affliction vs Will, impaired and vulnerable, disabled and defenceless, extra condition, limited: first and second condition, instant recovery, linked to STR-damage.) • 1/2r
Chakra Walking (Array, max 2:
- Wall Walking (Movement 1: wall-crawling.)
- Water Walking (Movement 1: water-walking.)
.) • 3PP
Neutral Ninjutsu (Array, max ?:
- Substitution (Speed, reaction: imminent harm, limited: must swap positions with a roughly human-mass object.) 3/r
- Transformation (Morph 2: humanoids.) 10PP
- Clone (Summon clones: multiple minions ?, horde, continuous.) (4+(2*?))/r
- Pantorkrator's Hammer (Speed, linked to... Enhanced STR.) 1/r+2/r'
- Ghost Scales (Protection, impervious, continuous.) 3/r
.) •
Earth Ninjutsu (Array, max ?:
- Multiple Earth Wall (Create stone shapes, continuous, limited: walls.) 2/r
- Earth Clone (Summon earth clones: multiple minions ?, horde, continuous.) (4+(2*?))/r
- Living Roots (Senses: ranged touch, continuous, medium: the ground.) 1PP
- Hiding Like a Mole (Burrowing.) 1/r
- Pangolin Earth Armour (Protection, continuous, linked to... Enhanced STR, continuous.) 2/r+3/r'
.) •

Keiko
PLU - 0/150PP
Abilities (STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0.) • 0PP
Defences (Dodge 0 [+0]. Fortitude 0 [+0]. Parry 0 [+0]. Toughness 0 [+0]. Will 0 [+0].) • 0PP
Skills ()
Advantages (Benefit: noble. Benefit: hokage's daughter. Benefit: Nara library card.) • 3PP
Frozen Skein (Feature: a use of directed inspiration per chapter per rank. Luck Control 4: all options, side effect 2: hit by a "Damage vs Will" effect, luck ?.) 1/r+4+?
Chakra Walking (Array, max 2:
- Wall Walking (Movement 1: wall-crawling.)
- Water Walking (Movement 1: water-walking.)
.) • 3PP
Neutral Ninjutsu (Array, max ?:
- Substitution (Speed, reaction: imminent harm, limited: must swap positions with a roughly human-mass object.) 3/r
- Transformation (Morph 2: humanoids.) 10PP
- Clone (Summon clones: multiple minions ?, horde, continuous.) (4+(2*?))/r
- Pantorkrator's Hammer (Speed, linked to... Enhanced STR.) 1/r+2/r'
- Ghost Scales (Protection, impervious, continuous.) 3/r
- Summoning (Summon pangolins, active, variable type 1: pangolins, multiple minions ?, horde, continuous.) (6+(2*?))/r
.) •
Wind Ninjutsu (Array, max ?:
- Vacuum Step (Speed, linked to... Enhanced Dodge.) 1/r+1/r'
- Echolocation (Senses: normal hearing is accurate, continuous.) 3PP
.) •

Noburi
PLU - 0/150PP
Abilities (STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0.) • 0PP
Defences (Dodge 0 [+0]. Fortitude 0 [+0]. Parry 0 [+0]. Toughness 0 [+0]. Will 0 [+0].) • 0PP
Skills (Treatment.) •
Advantages (Benefit: noble. Benefit: hokage's son. Improvised Tools. Inventor: drugs - use Treatment as skill check.) • 4PP
Vampiric Dew (Senses 4: detect 2: chakra, acute, radius, medium: water or mist. Affliction vs Fortitude, fatigued, exhausted, incapacitated, cumulative, perception, movement action, medium: water or mist.) • 2+4/r
Chakra Walking (Array, max 2:
- Wall Walking (Movement 1: wall-crawling.)
- Water Walking (Movement 1: water-walking.)
.) • 3PP
Neutral Ninjutsu (Array, max ?:
- Substitution (Speed, reaction: imminent harm, limited: must swap positions with a roughly human-mass object.) 3/r
- Transformation (Morph 2: humanoids.) 10PP
- Clone (Summon clones: multiple minions ?, horde, continuous.) (4+(2*?))/r
- Pantorkrator's Hammer (Speed, linked to... Enhanced STR.) 1/r+2/r'
- Ghost Scales (Protection, impervious, continuous.) 3/r
.) •
Water Ninjutsu (Array, max ?:
- Water Whip (Damage, accurate ?, reach ??.) 1/r+?+??
- Water Clone (Summon water clones: multiple minions ?, horde, continuous.) (4+(2*?))/r
- Syrup Trap (Affliction resisted by Dodge overcome by STR, hindered and vulnerable, immobilised and defenceless, extra condition, ranged, area: burst, limited: first and second condition.) 3/r
- Hōzuki's Mantle (Protection, continuous.) 2/r
- Hiding in the Mist (Environment: visibility 2, continuous.) 3/r
.) •

Akane
PLU - 0/150PP
Abilities (STR 0, STA 0, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0.) • 0PP
Defences (Dodge 0 [+0]. Fortitude 0 [+0]. Parry 0 [+0]. Toughness 0 [+0]. Will 0 [+0].) • 0PP
Chakra Walking (Array, max 2:
- Wall Walking (Movement 1: wall-crawling.)
- Water Walking (Movement 1: water-walking.)
.) • 3PP
Neutral Ninjutsu (Array, max ?:
- Substitution (Speed, reaction: imminent harm, limited: must swap positions with a roughly human-mass object.) 3/r
- Transformation (Morph 2: humanoids.) 10PP
- Clone (Summon clones: multiple minions ?, horde, continuous.) (4+(2*?))/r
.) •
Fire Ninjutsu (Array, max ?:
- Elemental Mastery: Hot (Environment: heat 2, continuous.) 3/r
- Elemental Mastery: Cold (Environment: cold 2, continuous.) 3/r
- Firefly (Damage, multiattack.) 2/r
.) •
 
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My assumption is that this was a dream of Kagome's:

Can I have confirmation, @Velorien?

Boom Boom Paradise is part of a collection of neon green books in the Boom Boom series written by the esteemed author "N. O. T. Kagome". Jiraiya, ever the business man, is helping with the publishing to help spread this popular series in all of the Elemental Nations.

(My favorite in the series is still Boom Boom Tactics though.)
 
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