Voting is open for the next 1 day
I still feel weird about Keiko having ~Jounin level skills in Weaponry, yet it she only uses kunai, shuriken, and wire. We should get her a sword, but I'm not sure how her shit Taijutsu will affect her combat rolls in close range.
 
Yes, Weapons 20 would be the better option if we get to attack first from surprise. If we don't manage to surprise her and end up with an actual fight, then I would argue in favor of defense.

But then again, we are kinda banking on a flawless victory here from surprise here. Our wounded team members can't really take any hits.

Weapons 20 it is then.



Add Substitution 9 and I'll buy it.
I am curious why you've emphasized Substitution in your plans? I know we mentioned using it as part of the ambush, but an extra 10-20 feet of range doesn't seem like it will do much for us as we already have it sealless?

E: Regardless -
[X] Training Keiko: Cap-Weap-DM-Sub
Capacity 11 [22]
Dex 7 [36]
Weapons 19 [55]
Weapons 20 [75]
Deal Making 1-6 [96]
Sub 9 [105]
Save 5 XP [110]
 
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I still feel weird about Keiko having ~Jounin level skills in Weaponry, yet it she only uses kunai, shuriken, and wire. We should get her a sword, but I'm not sure how her shit Taijutsu will affect her combat rolls in close range.
Badly. She would need a weapon difficult to disarm her of otherwise she'd be in deep shit if she was.
 
[X] No Training

I won't vote for any training vote that doesn't include a clause stating "if the training plan is not implemented by the end of the update, the plan is null and void"

Want to have the ability to adjust for info if the update ends before training can begin, sorry
 
We should consider having Nobby level syrup trap for combination with Keiko's AoE seals. They would be a brutal combo.
 
Am I recalling correctly that the ruling was Vampiric Dew doesn't get the half-price for water jutsu?

[x] Training Keiko: Cap-Weap-DM-Sub

[x] Noburi: VD-ST
If the training plan is not implemented by the end of the update, the plan is null and void.
Vampiric Dew 14 [14]
Vampiric Dew 15 [29]
Syrup Trap 9 [33.5]
Syrup Trap 10 [38.5]
Syrup Trap 11 [45]
Syrup Trap 12 [51]
Save (not bank) 25.5 XP [76.5]
 
I am curious why you've emphasized Substitution in your plans? I know we mentioned using it as part of the ambush, but an extra 10-20 feet of range doesn't seem like it will do much for us as we already have it sealless?

Dodging with Substitution is rolled as Substitution + 1/2 TacMov. Meaning that in a situation where we have to Substitute (say, there's a cloud of paralyzing poison in our path), every Substitute dice is worth 2 TacMov dice. There's also a good chance that Substitution doesn't suffer from malus dice beyond it's effect on TacMov score.

In Keiko's case, no reason to bank 14 XP for the future when we have a useful skill to spend it on now. (Other useful skill for her would be Awareness 13).

I can't decide if I want Substitution or Awareness for Hazou. On one hand, he is wounded so Substitution might save his ass at some point. On the other hand I really want him to be able to spot seals and a perceptive protag is a boon for the quest.


[X] Training Hazou: Awareness 15

*IF THIS TRAINING PLAN IS NOT IMPLEMENTED BY THE END OF THE UPDATE IN PREPARATION FOR THE SEALMISTRESS MISSION, THE PLAN IS NULL AND VOID.*

Awareness 14 [14]
Awareness 15 [29]

Saved: 2 XP


This plan is invalid, don't vote for it. (Hazou only has Control 2, not enough for Substitute 11)
[X] Training Hazou: Substitution 11

*IF THIS TRAINING PLAN IS NOT IMPLEMENTED BY THE END OF THE UPDATE IN PREPARATION FOR THE SEALMISTRESS MISSION, THE PLAN IS NULL AND VOID.*

Substitution 9 [9]
Substitution 10 [19]
Substitution 11 [30]

Saved: 1 XP



[X] Training Akane: Substitution 10

*IF THIS TRAINING PLAN IS NOT IMPLEMENTED BY THE END OF THE UPDATE IN PREPARATION FOR THE SEALMISTRESS MISSION, THE PLAN IS NULL AND VOID.*

Substitution 9 [9]
Substitution 10 [19]

Saved: 0 XP


Hold on, how does the Syrup Trap Jutsu work again? QMs worked it out at one point but then they were supposed to do some edits to it. Did they ever get back about it?

EDIT: Changed the plan disclaimers.
 
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Hold on, how does the Syrup Trap Jutsu work again? QMs worked it out at one point but then they were supposed to do some edits to it. Did they ever get back about it?
I don't think there are edits planned. It's just that if it seems OP or UP once it's put in use, they reserve the right to retool it. Under the current rules, Syrup Trap 12 would give Noburi 27 dice rolled against each opponent's TacMove, centered up to 15 meters away, in a 10 meter (diameter?) circle.
 
I don't think there are edits planned. It's just that if it seems OP or UP once it's put in use, they reserve the right to retool it. Under the current rules, Syrup Trap 12 would give Noburi 27 dice rolled against each opponent's TacMove, centered up to 15 meters away, in a 10 meter (diameter?) circle.

Sounds hilariously good when combined with explosives, but it also requires Nobby to get close to the opponent so maybe it balances out. You made a 1 XP mistake in your plan, so I edited it out and put the saved XP in the bank:

The banked XP is enough for MedKnow 10.


[X] Training Noburi: Syrup Sucker

*IF THIS TRAINING PLAN IS NOT IMPLEMENTED BY THE END OF THE UPDATE IN PREPARATION FOR THE SEALMISTRESS MISSION, THE PLAN IS NULL AND VOID.*

Vampiric Dew 14 [14]
Vampiric Dew 15 [29]

Syrup Trap 9 [33.5]
Syrup Trap 10 [38.5]
Syrup Trap 11 [44]
Syrup Trap 12 [50]

Deposit 25 XP to MedFund

Banked in MedFund: 63 XP
Saved: 1.5 XP

EDIT: Forgot "Training" from the plan name :oops:
 
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Voting is open for about 6.5 hours.

CounterBot by eaglejarl, version 1.4


Plan name: Training Keiko: Cap-Weap-DM

Voters: @OliWhail, @Twofoe
Num votes: 2


Plan name: Training Keiko: Cap-Weap-DM-Sub
Voters: @OliWhail, @Sleeps Furiously
Num votes: 2


Plan name: No Training
Voters: @Citrus
Num votes: 1


Plan name: Noburi: VD-ST
Voters: @Sleeps Furiously
Num votes: 1


Plan name: Training Akane: Substitution 10
Voters: @Twofold
Num votes: 1


Plan name: Training Hazou: Awareness 15
Voters: @Twofold
Num votes: 1


Plan name: Training Hazou: Substitution 11
Voters: @Twofold
Num votes: 1



Number of voters: 5
 
@faflec: You know, you do this often enough to be mildly annoying. We're pretty good at focusing on the short term problem when there's something to deal with. Right now we don't have a vote upcoming and still need information to have a useful discussion about the short term.

I'd really appreciate it if, when you want us to stop talking about long term plans in favor of short term concerns, you have an active suggestion on what we should be taking about instead.

I'd actively appreciate a "Can we drop this long term musing for now? We need to discuss X, Y, and Z to make sure we survive the next few updates.", it keeps us on topic and helps the thread focus.

You have a habit of saying, "Can we drop this long term musing for now? The short term is more important." without any concrete suggestions on what we should talk about instead. Which seems like you're just complaining about the SNR1​ being too low in a way that decreases it.
Been there, tried proposing a training plan earlier. People didn't like my suggestions, and the whole thing got dropped. I start acting like a dick, and everyone's here now. Go figure.

If you want my opinion on how to take Arikada we have a good option and 2...less good ones. We should hope that we can ambush her (from the West, apparently) and I have some thoughts on how to set up an ideal ambush, but we need to rehash our Joutarou break-in plan, only better. Ideally she's ordered to go to the local inn and we can break in, have Inoue-sensei genjutsu the guards while Keiko throws pointed sticks at them and then repeat, with Kagome to disable seals (please please please) and Akane disable normal traps (oh god please please please). Less-ideally there's a long-term contact who we won't be able to just spot from basic intel sweep, and we'd have to memorize everyone in the town to keep track of newcomers.

REALLY REALLY IDEALLY we'd catch her traveling to the town and that's an easy pick: just genjutsu + explode the guards then genjutsu + disable her. Her specialty is sealmaking and while she's probably not terrible at fighting if she needs guards she's not the main threat.

Worst-case scenario we ambush her as she leaves. Which is the worst-case scenario because she's probably got guards from Definitely-Not-Hidden-Sound bolstering her own forces; AND if we fuck it up we're boned.

These are the thoughts on taking down Arikada as it came to me in about five minutes of thinking.
 
[-] Training Keiko: Cap-Weap-DM
[x] Training Keiko: Cap-Weap-DM-Sub
[X] Training Noburi: Syrup Sucker
[X] Training Hazou: Awareness 15
 
Whoops, Hazou can't actually afford Substitute 11, he doesn't meet the control requirements. :oops:

It does make the decision easier though. I think I'm going to go with the Awareness. Having at least one non-blind genin sounds like a good idea.

[-] Training Hazou: Substitution 11

[X] Training Keiko: Cap-Weap-DM-Sub
 
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[x] Training Noburi: Syrup Sucker

And just throwing in a copy of @OliWhail's plan for Keiko, but this time with more not doing the training if we don't get it in this update.

[x] Training Keiko: Cap-Weap-DM-Sub-Abort
*IF THIS TRAINING PLAN IS NOT IMPLEMENTED BY THE END OF THE UPDATE IN PREPARATION FOR THE SEALMISTRESS MISSION, THE PLAN IS NULL AND VOID.*
Capacity 11 [22]
Dex 7 [36]
Weapons 19 [55]
Weapons 20 [75]
Deal Making 1-6 [96]
Sub 9 [105]
Save 5 XP [110]
 
I still feel weird about Keiko having ~Jounin level skills in Weaponry, yet it she only uses kunai, shuriken, and wire. We should get her a sword, but I'm not sure how her shit Taijutsu will affect her combat rolls in close range.
Well, she does have that... whatchamacallit. The sickle-chain thing... Ah, right, kusarigama! The one we looted from that girl's corpse.
 
Eh, that thing is two-handed and really difficult to stow away in a hurry, so it really restricts transitioning into ranged weapons. And I would imagine that it is difficult to use.

Eh, I'm sure we could rig up a holster with Akane's mechanical aptitude such that you could easily swing the kusarigama into. Well for values of easily that are common for ninja.
 
[X] Training Akane: Substitution 10
[X] Training Noburi: Syrup Sucker
[-] Training Keiko: Cap-Weap-DM-Sub
[X] Training Keiko: Cap-Weap-DM-Sub-Abort
[X] Training Hazou: Awareness 15


E: Do we want to vote in additional questions for J..?
 
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I would like for us to be on par with our overlapping utility skills such as stealth and tac-move before we branch into further specialization. We are as strong as the weakest link when working as a unit and this would be the perfect time to get everyone on par with one another.
 
Voting is closed.

CounterBot by eaglejarl, version 1.4


Plan name: Training Hazou: Awareness 15

Voters: @OliWhail, @Sleeps Furiously, @Twofoe, @Twofold
Num votes: 4


Plan name: Training Keiko: Cap-Weap-DM-Sub-Abort
Voters: @OliWhail, @Sleeps Furiously, @Twofoe, @Twofold
Num votes: 4


Plan name: Training Noburi: Syrup Sucker
Voters: @OliWhail, @Sleeps Furiously, @Twofoe, @Twofold
Num votes: 4


Plan name: Training Akane: Substitution 10
Voters: @OliWhail, @Twofold
Num votes: 2


Plan name: No Training
Voters: @Citrus
Num votes: 1


Plan name: Noburi: VD-ST
Voters: @Sleeps Furiously
Num votes: 1


Plan name: Training Keiko: Cap-Weap-DM
Voters: @OliWhail
Num votes: 1



Number of voters: 5
 
Aaaand slept through the vote-end but we seem to be fine so phew.

Fingers crossed we get some cool results from all of Noburi's training work (and Keiko's!).
 
Voting is open for the next 1 day
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