Voting is open for the next 1 day, 23 hours
Keiko, Akane, and Kagome map out the town
  1. Exit and entry routes
  2. Good ambush points
  3. Locations that seem better guarded than others
  4. Storage areas
  5. Water sources
We have already done the red bits, and I would really like to explicitly include setting up our escape routes

Split into three groups and gather general information about the town
The way this is phrased, it sounds like Kagome + Team Stalky is also doing social reconnaissance of the town. This seems like a terrible idea.

Get close to Emi the Younger and work some Mari Magic
Specifically (as in the last plan), we suspect she deals with at least one creepy merchant dude, which is one sympathy angle Mari can attack. You might want to add asking whether any interesting guests are expected at the inn in the near future.
 
So we have to get this cleared-Does Mari need to pay the price for using Lost in the fog even if she doesn't make us forget whatever happened in there? If not then we can just meet up,have Mari use Lost in the fog and exchange info.
 
I'm seriously not comfortable taking on Arikada this update. One of the most important things that I think we should accomplish is actually talking with our team and getting an idea of what kind of plans seem good. Ask Inoue whether ambushing her is even possible, and whether she thinks we can sneak/diplomance our way close enough to her to paralyze her or lace her drugs or whatever. That still hasn't happened, and we've never discussed in character what we should do.
 
[X] Action Plan: Lifting the Monkey's Tail

As long as it look like we are even remotely fighting the 'The Man', Panchipaama will be a happy camper. The heist thing was just a small detail somewhere in there and pretty much anything where something is taken from someone can be spun as a heist.

Doesn't this imply that we should only summon her against targets that hurt civvies or otherwise oppress people? In particular she wouldn't be pleased by the fact that we delivered our target to the spymaster of a major nation. Especially one we believe is murdering civilians.

There's also the downside that we're asking her to fight a female target, and giving that target to a party that will perpetuate the status quo.

Hazou and Nobby visit Haruo the Stickler
  • Buy something innocuous that travelers would need
  • Try and see if Nobby can get him talking about local rumors
  • A SPECIFIC APPROACH TO GET MORE OUT OF THIS CONVERSATION WOULD BE APPRECIATED

Could you see if we can get some price quotes for the Izanai Red? It'll be useful if we want to go with a "saturation bombing with opiates" route.

  1. If things turn fighty, run to the hills
  2. INSERT 'A PROTECT THE MAGE' PROTOCOL HERE
  1. If persistent eye contact isn't needed after starting the genjutsu, MEW up some walls between Mari and other targets.
  2. Summon Panchipaama in a pinch, make sure Keiko is overcharged as much as feasible before the fight. If she's got extra after, have Nobby drain it off again or just cycle henges until it's spent.
  3. Keiko + Wind Wall as defensive screen.
  4. Inoue wears Kagome's directional explosion seals, and only performs genjutsu in a stance that would allow them to go off without damaging her. Also the stance has a LBF seal placed so that there's a tripwire between her palms, that she can activate before she starts the genjutsu, and deactivate after she's done. If enemies get too close Keiko (or anyone else really, but she's got point) throws something hilt first to break the LBF and trigger the directional explosives. Also try not to get near Inoue if possible. She can go boom with a bad mistake.
  5. If we're in the mist, Nobby takes point on Inoue protection and does Keiko's job. Keiko will be mainly tasked with putting pointy things in enemies before any countermeasures have to be triggered.
  6. Have Akane make some force walls on a stick (2-3 should be good). These a pointy spears with force wall seals at the correct distance on them. The pointy bit goes in the ground to hold the whole thing upright. The spears might have a hinge or two to let them be carried more easily, as long as they may be quickly snapped open in battle. Akane uses her discretion to poke them into the ground and turn them on to manipulate the battlefield or prevent attacks. Better if they're on a timer so she can just throw them like spears and have the force wall turn on once they stab into the ground. Maybe we give Keiko some too?
 
I'm glad you guys are on the ball, as I've been suddenly stricken with my twice-yearly bout of ennui.

Something worth asking: How much risk is overcharging someone on chakra (as regards permanent chakra coil damage)? Does the risk for permanent damage scale according to how much they're overcharged/how long? Is it particularly risky to overcharge someone for summons like this?

Definitely summon Panchipama regardless, though, considering her defensive specialization she will be invaluable in keeping Mari safe in a fight against Arikada.

@Twofold I think that Nobby should develop a grid-based locational awareness system to point out targets in the mist (if sufficiently dense to block vision) for Keiko to blow up.

Other genjutsu questions: Would mist block its effects for Arikada? That's something we need to consider in our placement of the mist.
 
/me randomly wakes up in middle of night, checks thread instead of going immediately back to sleep because addiction

Have Akane make some force walls on a stick (2-3 should be good). These a pointy spears with force wall seals at the correct distance on them. The pointy bit goes in the ground to hold the whole thing upright. The spears might have a hinge or two to let them be carried more easily, as long as they may be quickly snapped open in battle. Akane uses her discretion to poke them into the ground and turn them on to manipulate the battlefield or prevent attacks. Better if they're on a timer so she can just throw them like spears and have the force wall turn on once they stab into the ground. Maybe we give Keiko some too?

Note that force wall seals require very precise alignment between the two seals. It typically takes about a minute to put up a pair of them. Also, you have no version equipped with a timer.

/me goes back to sleep
 
/me randomly wakes up in middle of night, checks thread instead of going immediately back to sleep because addiction



Note that force wall seals require very precise alignment between the two seals. It typically takes about a minute to put up a pair of them. Also, you have no version equipped with a timer.

/me goes back to sleep

The point of the stick is so that we can do the precise alignment ahead of time.

Also it's fine if there's no timer, she'll have to activate these manually. A version with a timer can come later, when we're researching.
 
The plan from the previous update is still in effect, so you're just voting on modifications / updates.

Oh. I was just writing a new plan basically from scratch, but I guess it could be read as a modification?

The way this is phrased, it sounds like Kagome + Team Stalky is also doing social reconnaissance of the town. This seems like a terrible idea.

Their job is mapping the town, not talking to people. I thought this was obvious since I didn't give them a target to talk to.

In best case scenario, I would not have let Team Stalky come to town at all, but since they are there we might as well make use of them.

We have already done the red bits, and I would really like to explicitly include setting up our escape routes

We have? I thought this was our first time inside the walls of the town.

You see, that is the kind of thing we should've done before the team came inside the town. Unless you mean setting up escape routes inside the town and not the sort of sealing arrays we had last time? That sounds interesting, but what would it specifically entail?

Doesn't this imply that we should only summon her against targets that hurt civvies or otherwise oppress people?

She is not going to be that picky about it. Besides, pretty much any ninja qualifies as a someone who oppresses people.

Could you see if we can get some price quotes for the Izanai Red? It'll be useful if we want to go with a "saturation bombing with opiates" route.

Interacting with the criminal element like that will raise alarm flags in town. I could put it in if more people really want it, but in that case I would like to see a more comprehensive way to do it than just asking for a quote.
 
Alright, I'm on my phone and tired, but I don't want to leave the voting situation be like this.

[X] Training Hazou: Nope
[X] Training Noburi: Nope
[X] Training Keiko: Nope
[X] Training Akane: Nope

Let's not spend XP now. I would need more time and I hate it when we get two votes that decide on our entire expenditure.

As for the Action Plan, we should keep on with our previous plan.

[X] Action Plan: Stay The Course

We will finish going through the previous voted-in plan, with a few additions.

We really need to get Inoue's input on this. It feels like none of us have discussed any concrete plans of attack, and we need to define our strategies and pick the best one. My quoted post down below contains an ambush plan, though it should also be helpful for any situation where combat opens up with her. It is focused on finishing the fight ASAP and not getting too close, with each of us knowing exactly what to do and delivering the maximum possible force onto her bodyguards. Noburi will be bound in holy matrimony with the Macerator Seal for all the wonderful things they will do with each other, and Keiko will deliver our paralytic payload if we dont have her locked down but still are amenable to live capture. Every effort is going to be taken to minimize the danger. Be well stocked in all types of seals. Stop the update before Arikada's earliest estimated time of arrival. You will have plenty of scenes to work with.

Second, get the confusion with Panchipama straightened out. We are pretty confused as to why Keiko is setting up this drug heist against the Yakuza and will sell it back to them. We really want combat Pangolins for the Arikada fight. If we can pull off some sort of heist like that soon, and manage to grab some permanent contracts, that would be great and really help us here. Though if we've announced our presence here, that's a stupid idea. Just get this contract stuff figured out. More than one would be hella dope.

Have the listed chat with Akane. Be respectful and supportive, making it clear that the decision is completely hers, and we'd support and understand any decision she makes. Hazou will really miss her, but he'll be happy that she gets back her shot at a safer and stabler life in her Village. Just clearly communicate that Hazou is actively trying not to influence her decision.

I'm pretty skeptical of the benefits of establishing contact with the local authorities, and I'm unclear as to whether that had been done already, but definitely only do that if we can't hit Arikada before she gets into town, or we decide that we have a really great intrigue plan that will slip under her notice. I am nervous about the mayor, since he is caught in a delicate game of appeasing all of the clans when staying independent. And he would be the most likely person to have access to some ninja. Totally up to Inoue for all of it.

[X] Action Plan: Hunt-Run-Watch
The update should end no later than the day before Arikada's earliest expected arrival.

Some bits stolen from @ChronOblivion's plan.
Goals:
  1. Obtain more paralytic, test it, and Noburi's newfound abilities
  2. Have several important team / teammate discussions
  3. Return to our base near Sarubetsu and continue infiltrating the town
Methods:
  1. While in Iron
    1. Spend at least part of the day training with mist macerator loads and Noburi's new ability while hunting dragonflies - try to figure out his range, precision, and draining speed limits through mist, and gather all the paralytic we can
      1. (If it's not too horribly far away/out of our way) check if the villagers near Kagome's old hideout know where the dragonflies tend to nest or hunt (where do they avoid going due to the bugs?) Be open to providing medical treatment and walls in payment (or in charity if anyone is so inclined)
      2. If we end up with significantly less than or more than 2 doses (i.e. we're not right on the cusp) test small amounts on another animal to see if it wears off. If we find that it wears off and doesn't always stop the victim's breathing, see if someone can perform sealless techniques or trigger seals while under its effects; have Noburi on hand just in case.
      3. Test if Noburi can drain a person and not a seal they're holding - make a clone stand way over there with a little bit of chakra ink on a paper (not actually a seal) and try to drain the clone. While hiding behind a bunker.
    2. Keiko should keep working on Pangolin Cultural exchange and finding contracts over the next couple days
    3. Intra-team actions
      1. Go over this heist thing - what's being planned and why does Keiko think we're selling things back to their owners..?
      2. Ask about Mari's minutes-lasting genjutsu - how does it work, what are its limits. Relatedly, work on developing better protect-the-mage tactics for when she's zoned out, and see about obtaining binoculars to try and extend her range.
      3. What happened in the mindscan/what was it like?
      4. Kagome
        1. How good is his transformation, given that he got a (sarcastic?) compliment on it? Can he take on animal shapes? Ask about why people don't go around henged as themselves most of the time to prevent aging/illness.
        2. Ask him (in a diplomatic way) how he would defend against potential enemies if he was a bit less adept at explosives and were also good at alarms, to give us an idea what Arikada may be doing.
        3. What kinds of alarm seals has he heard of, to get an idea what we might need to get ready for?
      5. Talking with Akane.
        1. I hope you know that all of us will support and understand any choice you make.
        2. I would really miss you if you left, but I would be happy knowing that your life is safer and stabler.
    4. Leave this evening/night, get back to our base southwest of Sarubetsu
  2. Return to/stay in Sarubetsu
    1. If we leave tonight, should arrive two days ahead of Arikada's earliest expected arrival.
    2. On the way, look out for anyone else approaching the town, since we'll be coming from roughly the west and our intel says Arakida will be doing the same
    3. Begin surveillance of the area/road to the west.
    4. Try and get at least a briefing on, if not a brief team training with, the Panchipaama
    5. Mari and Team Talky continue investigating the town
      1. Get a room at the Firefly and buddy up to Emi the Younger - we heard she has "an extremely strong sense of personal space" from the merchant on the road, which probably means he was being a jerk to her, and Mari can probably relate
        1. Where does the Firefly Inn they get their food and other services?
      2. Hazou suggests trying to secure Mayor Emiya's cooperation with the following strategy:
        1. Get a general feel for the Mayor from local rumors (Emi The Younger, The Stickler)
        2. Use henge and face covering scarfs/hoods/masks under it
        3. Make sure no clan ninjas are listening in on the conversation
          1. Initiate the talks when the Mayor is alone
          2. Check the adjacent rooms for people listening in
          3. Have Noburi and Hazou keeping guard outside the room (additional benefit: They won't fuck up the negotiation)
        4. Why should she help us:
          1. Arikada will throw a sack full of wrenches at the local power balance
          2. Her sealcraft relies on experimenting on humans, meaning it's the civilians of Rice who will pay the price if she gets away
          3. She is part of something bigger going on in Rice, we have a hunch that outsiders are messing with clan politics, but we have no proof of this
        5. Why did we come to her:
          1. We know Arakida will be in town, but if we find and fight her in town or without proper preparation it will create a huge amount of collateral damage and we don't want that
          2. She is the authority figure in town, it makes sense to work with her to catch a dangerous criminal
          3. We have heard good things about her (competent, on the side of the civilians)
        6. What we want from her
          1. Help to identify, keep track, and ultimately isolate Arakida so we can take her out
          2. Information on local players so we don't step on too many toes
          3. Help identifying what organization Arakida is working with (low priority for us but it probably aligns with what the mayor wants.
          4. Her best guess as to who Arikada's new employer will be, given available information.
      3. Mari takes point on sniffing out/ hunting down/ eliminating Arakida's contacts, but the boys should be present for backup whenever possible.
        1. Focus on any notable newcomers to town, the local Yak guy we heard about, the Yak-involved clan, and the medical clan.
    6. Keiko should keep working on finding contracts, or help puzzle out who Arakida may be meeting if she's already found a sufficient number.
    7. Suggest basic options for our plan.
      1. Ambush options on her way into (or out of?) town
        1. Full-on lethal barrage before she can set up her seals, under cover of mist to blow up her seals as a last resort
        2. Delaying and defensive tactics to let Noburi drain her dry, switching to Code Black if things get bad (see Contingencies #5)
      2. Slip poison/paralytic into her drugs (e.g. by getting Smiling Miki on our side), then capture/kill
      3. Try and drain her while asleep, using e.g. mist and an open window
Contingencies
  1. Travel under long-range SOP
  2. Be extra careful about cover stories, taking into account the stated xenophobic nature of Rice culture
  3. Set up multiple escape and meetup contingencies in the area - Kagome and Akane's jobs to trap/explodify the routes
  4. Maintain our seal supply -explosives, loaded PMYFs, mist and wood macerators (Post-deadline edit: paralytic macerator(s), and Izanai Red macerator(s) if we get any of it)
  5. If we run into Arikada's group unexpectedly, try to fill the area with most to allow Noburi to start draining and allow Keiko to slip in a paralytic payload stealthily. Use delaying/defensive tactics (syrup traps, wind walls, earth walls, area denial explosives, clones, PMYF-velocity 100kg granite slabs aka "Fist of the Flying Earth God no Jutsu", genjutsus any guards, kill guards ASAP, go code black as soon as it looks like we don't have a notable advantage)

Well, I don't have as thorough of an answer, but I do have a basic framework for an ambush (which I do think we should go for). Our opening salvo should be as strong as possible, ideally with a lot of PMYF'd logs or boulders flying at them at kunai speeds. All present bodyguards are targeted with the most lethal and reckless force, and ( all weapons that won't grind her to paste or blow up her body go towards Arikada. Many Mist-Macerator kunai go towards Arikada to cover a big area around her so she can't dodge entirely. Noburi takes any opportunity to drain Arikada as fast as he can through the Mist, and Syrup Trap could help that if it hits.

Inoue moves onto Step Two and tries to grab Arikada into a genjutsu, while Panchipama guards her. if there are still bodyguards. If she succeeds, we watch her like a goddamn hawk, Keiko delivers a paralysis covered kunai that has enough powder that it probably won't kill her (Due to the possible lethality of this, hold off until she resists the genjutsu and capture becomes more unlikely). Noburi also drains her into unconsciousness. If Inoue can't grab the genjutsu for Arikada has devised a method to escape it, then every paralyzing kunai from Keiko and Inoue flies towards her in addition to more Mist Macerators and Noburi's chakra draining and Syrup traps. If those fail we give up taking her alive and go full lethal with all techniques that won't smush her face. No one approaches Arikada close-range, and continually evade. Kagome's rings demonstrate that a clever sealmaster can kill you in ways that are basically impossible to predict ahead of time.

The presence of the bodyguards will complicate things if they survive the opening salvo, since I'm not sure how much power to devote towards fighting them. I think Kagome should definitely fight them with his full-on explodey prowess, and probably Hazou/Akane since they shouldn't approach Arikada close-range. That leaves Inoue/Keiko/Noburi/Panchipama to focus on Arikada with their suppression techniques.

Thoughts?
 
Specifically (as in the last plan), we suspect she deals with at least one creepy merchant dude, which is one sympathy angle Mari can attack. You might want to add asking whether any interesting guests are expected at the inn in the near future.

This is in the same realm as teaching grandma to chew. We already gave her a target, a social specced jounin will know how to go on about it.

Unless she has another Mari Moment and we end up stashing dead bodies under cupboards or something.


New thingies in green. Thanks to @Jello_Raptor we now have something in the Protect The Mage segment. It is not very comprehensive though so we will need to come up with more stuff for the next plan we vote in.

[X] Action Plan: Lifting the Monkey's Tail

Gather basic information inside the town and prepare to meet the mayor.

Goals:
  1. Keep our cover
  2. Gather information about the mayor
  3. Gather information about the town
  4. Finish intel gathering during the day so we have time to approach the mayor during the evening/night
Method:
  1. Split into three groups and gather general information about the town
    • Everything about the mayor
      • Character assessment
      • What is her workday like?
      • How could a petitioner approach her?
      • Where does she work?
      • Where does she sleep?
      • Security?
      • Where could we meet with her in private
    • Confirm the information Mari got from the merchant she met on the road
    • How many and how skilled ninjas are in town
    • Anything else the teams feel is relevant
  2. Mari gathers information about the Firefly Inn
    • Get close to Emi the Younger and work some Mari Magic
    • See if there's an angle there to manipulate her to give us info and access to her customers
  3. Hazou and Nobby visit Haruo the Stickler
    • Buy something innocuous that travelers would need
    • Try and see if Nobby can get him talking about local rumors
    • A SPECIFIC APPROACH TO GET MORE OUT OF THIS CONVERSATION WOULD BE APPRECIATED
  4. Keiko, Akane, and Kagome map out the town
    1. Try to not directly interact with people unless necessary, emphasis on eavesdropping and eyeball observation
    2. Assess the town from the perspective of a ninja fight
      1. Topology
      2. Line of sights
      3. Areas where the collateral damage would be low
    3. Exit and entry routes
    4. Good ambush points
    5. Locations that seem better guarded than others
    6. Storage areas
    7. Water sources
  5. Meet back at the inn and collate the information and assess our next move
    1. Is the mayor still a viable target?
    2. Are there better options available?
    3. Use pen and paper for the conversation to throw off anyone spying on us
    4. Remember to burn the papers
Contingencies:
  1. If things turn fighty, run to the hills
  2. Current Protect The Mage Protocol
    1. If persistent eye contact isn't needed after starting the genjutsu, MEW up some walls between Mari and other targets.
    2. Summon Panchipaama in a pinch, make sure Keiko is overcharged as much as feasible before the fight. If she's got extra after, have Nobby drain it off again or just cycle henges until it's spent.
    3. Keiko + Wind Wall as defensive screen.
    4. Inoue wears Kagome's directional explosion seals, and only performs genjutsu in a stance that would allow them to go off without damaging her. Also the stance has a LBF seal placed so that there's a tripwire between her palms, that she can activate before she starts the genjutsu, and deactivate after she's done. If enemies get too close Keiko (or anyone else really, but she's got point) throws something hilt first to break the LBF and trigger the directional explosives. Also try not to get near Inoue if possible. She can go boom with a bad mistake.
    5. If we're in the mist, Nobby takes point on Inoue protection and does Keiko's job. Keiko will be mainly tasked with putting pointy things in enemies before any countermeasures have to be triggered.

Oh, and since the plan is now an update instead of a standard plan, it means there's a fair chance that we will go beyond the scope of what is written in this plan. If there are things you explicitly don't want to happen that were in the last plan we voted in, now is the time to do something about that.
 
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This is in the same realm as teaching grandma to chew. We already gave her a target, a social specced jounin will know how to go on about it.

Unless she has another Mari Moment and we end up stashing dead bodies under cupboards or something.


New thingies in green. Thanks to @Jello_Raptor we now have something in the Protect The Mage segment. It is not very comprehensive though so we will need to come up with more stuff for the next plan we vote in.



Oh, and since the plan is now an update instead of a standard plan, it means there's a fair chance that we will go beyond the scope of what is written in this plan. If there are things you explicitly don't want to happen that were in the last plan we voted in, now is the time to do something about that.
Any thoughts on Grid-based combat with Nobby? (admittedly, though, half the reason I want this is for the hilarity of making tabletop game references mid-combat)

e: Can Nobby communicate silently with a clone if he's got a Vamp Dew connection to it? He could use this to have the clone communicate for him rather than giving his own position away.
 
Any thoughts on Grid-based combat with Nobby? (admittedly, though, half the reason I want this is for the hilarity of making tabletop game references mid-combat)

Sorry, missed that earlier.

I'm not sure what you mean by it and how we would go on about it in practice. (EDIT: It does sound kinda cool though.)


Second, get the confusion with Panchipama straightened out. We are pretty confused as to why Keiko is setting up this drug heist against the Yakuza and will sell it back to them. We really want combat Pangolins for the Arikada fight. If we can pull off some sort of heist like that soon, and manage to grab some permanent contracts, that would be great and really help us here. Though if we've announced our presence here, that's a stupid idea. Just get this contract stuff figured out. More than one would be hella dope.

Did you read the post where I talked about this?

Keiko never gave specifics to Panchipaama what she wanted to summon her for. As long as it is for something that will help Keiko's legend as a pangolin summoner and doesn't go against the spirit of the speech she just gave, Panchipaama will hold up her side of the deal.

As long as it look like we are even remotely fighting the 'The Man', Panchipaama will be a happy camper. The heist thing was just a small detail somewhere in there and pretty much anything where something is taken from someone can be spun as a heist.

Basically, the heist thing was window dressing in Keiko's rhetoric to get the pangolins on her side. Panchipaama won't care if there is an actual heist involved, as long as she gets to participate in an awesome fight and then brag about it to the other pangolins.

I guess we could get a confirmation about that from Keiko but I'm pretty sure I'm right about this.


I'm pretty skeptical of the benefits of establishing contact with the local authorities, and I'm unclear as to whether that had been done already, but definitely only do that if we can't hit Arikada before she gets into town, or we decide that we have a really great intrigue plan that will slip under her notice. I am nervous about the mayor, since he is caught in a delicate game of appeasing all of the clans when staying independent. And he would be the most likely person to have access to some ninja. Totally up to Inoue for all of it.

Wait, you want Inoue to decide what we do here? Why? She doesn't have any more information to work with than we do. If we don't decide what we try to do why are we even voting?
 
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Sorry, missed that earlier.

I'm not sure what you mean by it and how we would go on about it in practice. (EDIT: It does sound kinda cool though.)
I meant that before combat Noburi communicates the origin point of the field in a coordinate system: from there, pre-defined phrases delineate meter-square areas (cubed if we're in a forest) that he calls out to define enemy locations in the mist. The team may need more practice with this method than we have time for (e: or Keiko could have a malus to her weapons), but it would allow Keiko to deliver explosive munitions close enough to the targets and they might not even be aware of their presence because of the mist.

We also would probably need some absolute method to orient ourselves (sun location would do well enough even in mist, I think, until we get a seal-based compass).
 
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I'm seriously not comfortable taking on Arikada this update.
We're not, I thought..?

We have? I thought this was our first time inside the walls of the town.
We know where the roads in and out are and that there aren't any large bodies of water around, iirc

Interacting with the criminal element like that will raise alarm flags
Wasn't it that Izanai Red was legal, and Vermillion Sigh not? That was the impression I had from the merchant guy on the road.

there's a fair chance that we will go beyond the scope of what is written in this plan.
"Don't go beyond the late afternoon of the day this update starts" is something I expect @Velorien will be fine with us voting in as a modification. Less work for him, after all.

[X] Training Hazou: Nope
[X] Training Noburi: Nope
[X] Training Keiko: Nope
[X] Training Akane: Nope
 
We know where the roads in and out are and that there aren't any large bodies of water around, iirc

I meant inside the town. I tried to clarify it with this last minute edit:

[X] Action Plan: Lifting the Monkey's Tail

Gather basic information inside the town and prepare to meet the mayor.

Goals:
  1. Keep our cover
  2. Gather information about the mayor
  3. Gather information about the town
  4. Finish intel gathering during the day so we have time to approach the mayor during the evening/night
Method:
  1. Split into three groups and gather general information about the town
    • Everything about the mayor
      • Character assessment
      • What is her workday like?
      • How could a petitioner approach her?
      • Where does she work?
      • Where does she sleep?
      • Security?
      • Where could we meet with her in private
    • Confirm the information Mari got from the merchant she met on the road
    • How many and how skilled ninjas are in town
    • Anything else the teams feel is relevant
  2. Mari gathers information about the Firefly Inn
    • Get close to Emi the Younger and work some Mari Magic
    • See if there's an angle there to manipulate her to give us info and access to her customers
  3. Hazou and Nobby visit Haruo the Stickler
    • Buy something innocuous that travelers would need
    • Try and see if Nobby can get him talking about local rumors
    • A SPECIFIC APPROACH TO GET MORE OUT OF THIS CONVERSATION WOULD BE APPRECIATED
  4. Keiko, Akane, and Kagome map out the town
    1. Try to not directly interact with people unless necessary, emphasis on eavesdropping and eyeball observation
    2. Assess the town from the perspective of a ninja fight
      1. Topology
      2. Line of sights
      3. Areas where the collateral damage would be low
    3. Exit and entry routes inside the town
    4. Good ambush points
    5. Locations that seem better guarded than others
    6. Storage areas
    7. Water sources and storage
  5. Meet back at the inn and collate the information and assess our next move
    1. Is the mayor still a viable target?
    2. Are there better options available?
    3. Use pen and paper for the conversation to throw off anyone spying on us
    4. Remember to burn the papers
Contingencies:
  1. If things turn fighty, run to the hills
  2. Current Protect The Mage Protocol
    1. If persistent eye contact isn't needed after starting the genjutsu, MEW up some walls between Mari and other targets.
    2. Summon Panchipaama in a pinch, make sure Keiko is overcharged as much as feasible before the fight. If she's got extra after, have Nobby drain it off again or just cycle henges until it's spent.
    3. Keiko + Wind Wall as defensive screen.
    4. Inoue wears Kagome's directional explosion seals, and only performs genjutsu in a stance that would allow them to go off without damaging her. Also the stance has a LBF seal placed so that there's a tripwire between her palms, that she can activate before she starts the genjutsu, and deactivate after she's done. If enemies get too close Keiko (or anyone else really, but she's got point) throws something hilt first to break the LBF and trigger the directional explosives. Also try not to get near Inoue if possible. She can go boom with a bad mistake.
    5. If we're in the mist, Nobby takes point on Inoue protection and does Keiko's job. Keiko will be mainly tasked with putting pointy things in enemies before any countermeasures have to be triggered.
  3. ACTUAL CONTINGENCIES APPRECIATED
 
Wasn't it that Izanai Red was legal, and Vermillion Sigh not? That was the impression I had from the merchant guy on the road.

Oh dear, if we start to think about what's illegal and what is not, things start to get complicated.

Mostly because I doubt either of them are strictly illegal in the town. This is not a modern society and I have no idea how extensive their legal system is and if it even says anything about drugs.

Now, opiate abuse does pretty horrible things to people, meaning the community of Sarubetsu probably doesn't look kindly on peddling the stuff to the locals whether it is illegal or not. At the same time, it is their biggest export and the reason the whole town is there, so I don't really see them trying to apprehend people trying to sell it to outsiders or the outsiders themselves.

From a legal standpoint it probably doesn't matter if we are looking to buy the plant itself or the drug made out of it.

From 'lets not bring attention to ourselves' -standpoint the situation is pretty much the same. The people who are in charge of selling the plant are probably in charge of selling the drug, or they are connected enough that there is no meaningful difference. If we start the drug buying process we will wander deeper into the light cone of the organization handling the drug trade in town (Clan Irie or Mihara Group, possibly both).

I don't want to do that without a proper plan or an actual need, and since we are putting our money on the mayor we should probably steer clear of the drug trade for now.
 
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I just noticed your subtitle for Marked for Death in your sig, @Twofold. Apt. :p

Thank you. I wanted to pick something that would stay relevant for the mission.

I meant that before combat Noburi communicates the origin point of the field in a coordinate system: from there, pre-defined phrases delineate meter-square areas (cubed if we're in a forest) that he calls out to define enemy locations in the mist. The team may need more practice with this method than we have time for (e: or Keiko could have a malus to her weapons), but it would allow Keiko to deliver explosive munitions close enough to the targets and they might not even be aware of their presence because of the mist.

Whether this is actually useful kinda depends on the detection range Nobby will get in practice. My gut feeling is that one meter is far too small area for ninja speed combat. Communicating the location of the enemy will take 1-2 seconds and there's no way a ninja is going to stay put for that long. My rough estimate would be that any smaller than 10 meters a side is too small for ninja combat, and most of the time we would way bigger areas up (50 m? 100 m?)

A better option would be to have divide the sensory range into 9 areas and then subdivide those to smaller section in case the sensory range is big enough for it to be useful. This would make the communication faster and simpler.

So start with something like this:

A B C
D H F
G H I
By default Nobby would be at the center (H) and would be calling targets by shouting out single letters. Explosive kunai barrage would be the standard use but I could see it help clone direction etc. If Nobby is positioned somewhere else than the default his first direction would be to give us orientation.

If we have a lot of mist to work with and Nobby's sensory range gets bigger, we split each sell to four and number them 1-4 (or maybe even 9 again if the area is really big?). Now Nobby's commands would turn into 'A1' or 'F4'.

If we need more dimensions we could just tag that in the beginning as a numbers, call the below Nobby area 1, the above Nobby are 2, and leave the height number out when the target is on level. As an example Nobby targeting someone up high at far left corner of the grid would call out '2A1' and then Keiko would throw some explosives at it. (EDIT: Oops, already made a mistake with my own system. Maybe this is too complicated for actual combat?)

Naturally you would want to make the shouted commands easy to distinguish and fast to spew out, so maybe use short syllables where the consonant used gives the general direction for quick recognition. Something like this:

Na No Ni
Pa Te Pi
Sa So Shi
Maybe even change them from mission to mission to make sure people don't catch up.

We also would probably need some absolute method to orient ourselves (sun location would do well enough even in mist, I think, until we get a seal-based compass).

We could just make normal compasses, we don't need sealing for that. Better leave the super accurate sealcraft compasses for when we start our more serious artillery projects. :p
 
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