I suspect that we're going to want to make room in the build for doton.

Hazou's getting a doton instructor from J's network when we're done with this mission, and we don't know what sort of fancy new techniques we'll be getting.
 
I suspect that we're going to want to make room in the build for doton.

Hazou's getting a doton instructor from J's network when we're done with this mission, and we don't know what sort of fancy new techniques we'll be getting.
Correct me if I'm wrong, but didn't that favor get fulfilled by Jiraiya teaching us MEW and earth clone..?
 
Awww, come now. That is what you get for writing too exciting combat scenes that almost get us killed.


Alright, so the long term XP plans in my sig are a bit out of date and in need of an overhaul. The general direction is correct but the details are not quite there yet. The formatting is also atrocious mostly because it started off as something to get my head on straight about what to do our characters long term.

I'll probably relaunch them as a jounin series, imagining what our intrepid genin would look like as budding jounin instead. Here's what I have for Hazou thus far, I'll probably base the builds for other teammates around Hazou's XP total.

Disclaimer: Following XP build probably contains errors.



Hazou - Deceptive Sealmaster Jounin

In this build Hazou specializes in Deception and Sealcraft, trusting his Taijutsu style and choice earth jutsu to tide him over combat scenarios. The build is heavily reliant on Hazou designing amazing seals for problem solving and skill augmentation. Don't expect him to take out armies of ninjas solo, unless he has designed an army killing seal to do it first.

Due to how attributes work, I have divided the build in to three parts: Base, Social, and Sealing. Base has all the basic ninja skills and jutsu Hazou will need and comes as is, but Social and Sealing both have two options to pick from depending on how much XP we want to spend on them.

Base

The base skills are not very impressive, and I expect us to come up with Sealing based solutions to augment most of these skills, like Awareness. Effective Taijutsu 16 means that Hazou will be relying heavily on Roki when he needs to punch people, as intended.

Highlights are Transformation 20 for animal transformation and Substitution 20 for 30 dice TacMove escapes. Effective Weapons 10 is for deploying utility seal tags (PMYF, Misterator)

Utility jutsu will probably be whatever we can get our hands on, most likely something like tunneling, remote sensing, or earth armor.
  • Skills
    • Awareness 21 - 111XP
    • TacMove 20 - 90XP
    • Stealth 15 - 65XP
    • Taijutsu 15 - 15XP
    • Weapons 9 - 42XP
  • Jutsu
    • Transformation 20 - 155XP
    • Substitution 20 - 165XP
    • MEW 10 - 34XP
    • Earth Clone 9 - 22XP
    • Utility Jutsu A 10 - 27.5XP
    • Utility Jutsu B 10 - 27.5XP
  • Attributes
    • Wits 7 - 26XP
    • Res 5 - 18XP
    • Str 4 - 0XP
    • Dex 7 - 26XP
    • Sta 5 - 10XP
    • Cap 15 - 130XP
    • Con 4 - 14XP
    • Reg 10 - 40XP
Total: 1004 XP

Social


Due to how social attributes work, the choice is between Deception 18 and Deception 24. We could pick something in-between but it would give us sub-optimal attribute distribution which would annoy me immensely.
  • Low Social: 251 XP
    • Deception 18 - 93XP
    • Diplomacy 12 - 42XP
    • Roki 9 - 24XP
    • Pre 6 - 22XP
    • Man 9 - 48XP
    • Com 6 - 22XP
  • High Social: 597 XP
    • Deception 24 - 222XP
    • Diplomacy 16 - 100XP
    • Roki 12 - 57XP
    • Pre 8 - 52XP
    • Man 12 - 114XP
    • Com 8 - 52XP
Sealing

Sealing is the thing we apparently want to do, hence we need to get it to at least 20. I have included a second option to raise it to 24, but whether we want to do that immediately or dip into something like Technique Hacking or esoteric jutsu remains to be seen.
  • Low Sealing: 357 XP
    • Sealing 20 - 119XP
    • Int 20 - 238XP
  • High Sealing: 643 XP
    • Sealing 24 - 209XP
    • Int 24 - 418XP
    • Wits 8 - 16XP


Personally, I would aim for High Social, Low Sealing first which would cost us 1958 XP (1004 + 597 + 357).

In practice, things probably won't go this smoothly. Rules will be revised and we will probably find amazing jutsu as the story goes along. This meant more as a snapshot of what jounin Hazou would look like and give us the idea of what are the XP sinks in the build.

Also, this might not be the best way to go about building Hazou. I didn't really explore other options because Deception first sealmaster is the sort of build that I find most interesting from a story perspective. I would happily read about other kinds of builds people come up with.
We also need to make room for Technique Hacking. But that's incredibly easy to level given that we'll be increasing sealing, too.
 
My opinion of what we should have in...

The Generic Jonin Essentials Kit

Skills to have at least 25 in:
  • Two primary skills, at least one of which should be a combat skill
Skills to have at least 20 in:
  • TacMove
  • Stealth
  • Awareness
  • A social skill
Skills to have at least 15 in:
  • A secondary combat skill
  • The other social skill
Skills to have at least 10 in:
  • Medical Ninjutsu
  • Medical Knowledge
  • MechApt
  • A tertiary combat skill
Following these guidelines should give our party strong foundations in any kind of ninja activities they might encounter.
 
I suspect that we're going to want to make room in the build for doton.

That's what the 2 utility jutsu are there for.

We also need to make room for Technique Hacking. But that's incredibly easy to level given that we'll be increasing sealing, too.

Actually, it's not that easy to level since the XP for TecHacking would come from the Sealing budget.

For example, if we level them side by side, instead of Sealing 20 (357XP) we could only get Sealing 17 and TH 17 (336XP). This is before we take into account the XP required to level the new jutsu we researched and possibly the extra chakra we need to make use of them.

Now the question is if that TH 17 is worth 3 less Sealing dice. Due to how Sealing seems to work, those three dice are going to lock us out of higher level projects. Is the lower level jutsu stuff we get in exchange worth it? Especially since they will be in our element and not necessarily useful for our teammates unless we spend even more XP on extra chakra natures.

Not to mention how our research process will be slowed down by the lower Sealing dice and the time we spend on TH research.

So it's not really a no-brainer to get Technique Hacking. Hazou without TH would be a better sealmaster.
 
That's what the 2 utility jutsu are there for.



Actually, it's not that easy to level since the XP for TecHacking would come from the Sealing budget.

For example, if we level them side by side, instead of Sealing 20 (357XP) we could only get Sealing 17 and TH 17 (336XP). This is before we take into account the XP required to level the new jutsu we researched and possibly the extra chakra we need to make use of them.

Now the question is if that TH 17 is worth 3 less Sealing dice. Due to how Sealing seems to work, those three dice are going to lock us out of higher level projects. Is the lower level jutsu stuff we get in exchange worth it? Especially since they will be in our element and not necessarily useful for our teammates unless we spend even more XP on extra chakra natures.

Not to mention how our research process will be slowed down by the lower Sealing dice and the time we spend on TH research.

So it's not really a no-brainer to get Technique Hacking. Hazou without TH would be a better sealmaster.

What about what Sealing 19 would spare the XP for in TH? Even a moderate TH level should be fairly fruitful - small modifications of jutsu's can be especially useful if they can be done on the fly (rather than inventing and teaching a new modified version of a jutsu)
 
Yeah, what @Citrus said, I don't expect Hazou to get anything more than TH 10, and that should be sufficient for the kind of modifications I'm looking for for him -- we need defensive techniques for him and the whole party, and I also have the idea of an earth-style sealing printing press technique that uses earth-based ink to imprint so that it is easy to enough to manipulate to be perfectly written for the sake of sealing.
 
What about what Sealing 19 would spare the XP for in TH? Even a moderate TH level should be fairly fruitful - small modifications of jutsu's can be especially useful if they can be done on the fly (rather than inventing and teaching a new modified version of a jutsu)
Yeah, what @Citrus said, I don't expect Hazou to get anything more than TH 10, and that should be sufficient for the kind of modifications I'm looking for for him -- we need defensive techniques for him and the whole party, and I also have the idea of an earth-style sealing printing press technique that uses earth-based ink to imprint so that it is easy to enough to manipulate to be perfectly written for the sake of sealing.

This will heavily depend on how TH works. I doubt that TH 10 is enough to create a Stoneskin no Jutsu or a chakra based seal printing press from scratch. For example Sealing 10 was barely enough for a storage scroll, that should give you the scale we are talking about.

But yes, getting 10 levels of TH instead of moving from 18 to 19, or 19 to 20 Sealing doesn't sound like a bad idea. We can ask J about how TH works and how it is used next time we see him.
 
This will heavily depend on how TH works. I doubt that TH 10 is enough to create a Stoneskin no Jutsu or a chakra based seal printing press from scratch. For example Sealing 10 was barely enough for a storage scroll, that should give you the scale we are talking about.

But yes, getting 10 levels of TH instead of moving from 18 to 19, or 19 to 20 Sealing doesn't sound like a bad idea. We can ask J about how TH works and how it is used next time we see him.
That's partially because of how inherently risky sealing is, though. With TH, it will, hopefully, be less likely to Cthulhu.
 
Yeah, instead of Ctulhuing you just turn your eyes into stone, turn your lungs into mud, or just make your chakra system explode. I can see fun times ahead already.
Yeah, but that strikes me as the kind of thing that would be in basic training for TH, whereas with sealing, even masters run the risk of accidentallying the world. I dunno, we'll find out sooner or later. I hope, anyway.
 
(Keiko and Hazou received 10xp while Akane and Noburi didn't for Chapter 70)
?? Like, they didn't earn it (which it doesn't look like in the post), or that their sheets just weren't updated?

I still don't know where Noburi lost 4xp
I believe it was 14 XP, actually.

Keiko had a one time cost of 50xp to learn her first level of summoning.
Spent XP isn't written in there yet, but I'm aware of that.

He did successfully gamble some xp on diplomacy levels
Does that mean he didn't spend it?

This seems to tentatively make the 'wrap a blanket around Arikada then activate 5BS' strategy viable since the seals activate at once and the effect happens instantly.
I disagree strongly, the seals have to all be equidistant (iirc) to within a couple inches, which requires us to have way more control over the battlefield than we'll have, and also requires us to get into seal-application range with the bioseal master.
 
Theoretically, would it be possible for a technique to burn XP? For instance, a resurrection technique that required the expenditure of 50 XP as part of its use, or whatever?
Just from the concept,I doubt it. XP just seems to be a pay gate for our actions rather than anything with an intrinsic existence in the MFD verse, and others can advance in skill or requirements without paying a price like that.
 
Just from the concept,I doubt it. XP just seems to be a pay gate for our actions rather than anything with an intrinsic existence in the MFD verse, and others can advance in skill or requirements without paying a price like that.
It could be representative of a sacrifice in something metaphysical. For others it might reduce their effectiveness otherwise, and it would for us too, but we have the XP schema to express that through.
 
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