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Also, I just recalled that some of the team are wounded, but I can't remember who (Hazou and someone, I think) and can't find it quickly.

Check the character sheets, upper right corner. (Hazou had -2 and Nobby -1.)

In-character explanation could be that they were Transformed into themselves to ignore the injuries. Luckily they didn't get hit so they never dropped their henges.

EDIT: Also, it would be nice to know how much chakra we and the party members have. Or do you want us to estimate it by ourselves or ask in-charcter?

Jesus, Inoue. ~40 fricking Taijutsu dice? Isn't there a small upper limit on how much you can chakra boost one action? What have her past Tai rolls been?

Mass combat, they obviously didn't have a high dice combat specialist, so each party member got to contribute 2-3 dice.


But yeah, that went really well all things considered.

So the steps here are:
  1. Find Arikada
  2. Catch up to her
  3. Disable her
  4. Package her for delivery
  5. Don't get hurt in the process
Each of these steps poses its own problems. If anyone feels like they want to contribute to the planning but don't have too much time, pick one of these steps and start cracking at it. Plan makers will be happy to steal whatever you come up with.
 
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Not too hard, we heard the thump. Noburi can probably sense her through the mist. And given what we've seen, Ari-chan doesn't seem optimised for stealth, so Mari should spot her even if she tries to hide. The only real problem might be if she's done clever things with seals. Stinker.


We're decently fast. PMYF will help, obviously. If she can replicate her superjump then at least she'll be constantly in line of sight, and we can pursuit-predate the shit out of her.


She tried to escape, so we plausibly out-gun her. That might need recalculating with the loss of Pangolin mobster woman. I repeat my earlier advice of defensive fighting while Noburi drains her dry.

Package her for delivery

Pandaa could be of great help here. He isn't in his real body, so he's less at risk when we're doing a cavity search.

Don't get hurt in the process

Hahahahahaha... Fingers crossed.
 
Does the frozen skein give Keiko bonuses to tracking a ballistic trajectory and raining kunai in the landing zone?
Her high Weapons skill likely does, though I'd expect it gives her 'how do I throw these to hit that' than the numbers involved. That said, doesn't matter so much, since we heard her land. If she does the same thing again, Kei should be ready to stick her like a pincushion.
 
We're decently fast. PMYF will help, obviously. If she can replicate her superjump then at least she'll be constantly in line of sight, and we can pursuit-predate the shit out of her.
Her legs were not gone, no. They were each about eighteen inches thick at the thigh before the explosion, and about ten inches afterwards.
She can't replicate her superjump without crippling her. Legs 2 inches thick in diameter probably aren't good, even for a biosealer.
 
How far has the mist spread? How fat are Arikada's arms (and other body parts like her torso and head)?
is MEW line-of-sight castable, and does Hazou need to be within a certain distance of the ground to use it?
And are there bits of them left behind, which we should immediately run the hell away from since they'll probably explode or dissolve into chakra-eating bacteria?
How long did the fight last? Is she still in the mist, and if so did Noburi get an idea about how long it would take to drain her?
Do we get stuff on Arikada's rolls? It wasn't in the update and I wasn't sure if was left out accidentally or not.
Have any of the team ever heard of the germ theory of disease?

QM Question Compilation @eaglejarl @Velorien
 
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Don't get hurt in the process
Approach the location we heard her drop to with clones first to trigger any traps (hopefully she doesn't have anything that'd key off the chakra signatures therein). Kagome, Mari, and Hazou keep a lookout for seals she may have planted.

Mari can keep in mind using Job Offer no Jutsu as a distraction if there comes a standoff. (Why, yes, we're attacking you. We cannot allow you to take this job offer, but if you wish to come work with us instead, we will have no issues with you.)

e: Other options to keep in mind: Using PMYF log + MEW to intercept attacks.
 
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If the initial explosion was enough to lose us our pangolin summon, we probably can't risk close-combat as she gets more desperate?

Also, unless she has high Deception, she didn't seem very bothered at all that we were attacking her. Ignoring the possibility she knew she would be ambushed, her confidence is a little worrying (I doubt she thought her explosive legs would be all she needed to end the encounter)

Looking at her rocket-jet technique,
Pros: Much higher utility/power than explosive Seals Kagome pulls off
Cons: Limited 'fuel' for usage (as opposed to unlimited as long as she has more Seals)
 
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Step 3: Disabling Arikada

Okay, so she can create explosions out her body and probably has other nasty surprises like that if we get our hands on her. This means that Taijutsu and close combat are out.

That leaves us with the following options:
  1. Kunai from Keiko
    • Just standard kunai
    • Kunai with ninja wire tied to them, just lodge a kunai to her limbs and then start pulling rope
      • Opens the option of Mari's lighting jutsu (needs QM confirmation)
    • Wasp paralytic payload
    • Vermillion Sigh payload (not sure if we did this?)
    • Explosives payload, final option if nothing else works and teammates are about to die
    • Mari's Wind Wall can be used to boost all of these
  2. VD drain from Noburi
    • Requires Mist and immobilized Arikada
  3. Syrup Trap from Noburi and Mari
    • Penalty to TacMove, so she either gets slowed or immobilized
    • Needs a follow up
  4. Clones from Nobby and Mari
    • +1 Dice for MC
    • Won't catch Arikada unless she is slowed or immobilized
    • Won't bring her down themselves, but can be used for finishing blow (and definitely for packaging)
  5. MEW from Hazou
    • Probably won't catch Arikada unless she is slowed down somehow
    • Needs a finisher
  6. Melee explosions from Akane and Kagome
    • Best use for threat creation, to make sure she won't get too close to anyone
Am I missing something?

Well, that's basically our toolbox for taking Arikada down. What we use depends on what we do to steps 1 and 2.
 
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@OliWhail Add the question:

@eaglejarl @Velorien Do we get stuff on Arikada's rolls? It wasn't in the update and I wasn't sure if was left out accidentally or not.
Done.

Also, unless she has high Deception, she didn't seem very bothered at all that we were attacking her. Ignoring the possibility she knew she would be ambushed, her confidence is a little worrying (I doubt she thought her explosive legs would be all she needed to end the encounter)
Hmmm. Something something sealing accidents making brain go moosh? Alternatively, she saw our mirror signalling and figured out there would be an ambush, and is thinking she can negotiate for her life. Which we'd actually be OK with, so that works out. Unless her 'negotiating' is 'go away or I release a mushroom cloud full of smallpox', which is not so OK.

If Shadowrun taught me anything, you never put a cortex bomb in yourself.

That, and never make a deal with a dragon.
 
Step 3: Disabling Arikada:

Okay, so she can create explosions out her body and probably has other nasty surprises like that if we get our hands on her. This means that Taijutsu and close combat are out.

That leaves us with the following options:
  1. Kunai from Keiko
    • Just standard kunai
    • Kunai with ninja wire tied to them, just lodge a kunai to her limbs and then start pulling rope
      • Opens the option of Mari's lighting jutsu (needs QM confirmation)
    • Wasp paralytic payload
    • Vermillion Sigh payload (not sure if we did this?)
    • Explosives payload, final option if nothing else works and teammates are about to die
    • Mari's Wind Wall can be used to boost all of these
  2. VD drain from Noburi
    • Requires Mist and immobilized Arikada
  3. Syrup Trap from Noburi and Mari
    • Penalty to TacMove, so she either gets slowed or immobilized
    • Needs a follow up
  4. Clones from Nobby and Mari
    • +1 Dice for MC
    • Won't catch Arikada unless she is slowed or immobilized
    • Won't bring her down themselves, but can be used for finishing blow (and definitely for packaging)
  5. MEW from Hazou
    • Probably won't catch Arikada unless she is slowed down somehow
    • Needs a finisher
  6. Melee explosions from Akane and Kagome
    • Best use for threat creation, to make sure she won't get too close to anyone
Am I missing something?

Well, that's basically our toolbox for taking Arikada down. What we use depends on what we do to steps 1 and 2.
Other options: Flying Earth Fist combination technique between Keiko and Hazou. Use a PMYF kunai, add MEW to taste.
Hmmm. Something something sealing accidents making brain go moosh? Alternatively, she saw our mirror signalling and figured out there would be an ambush, and is thinking she can negotiate for her life. Which we'd actually be OK with, so that works out. Unless her 'negotiating' is 'go away or I release a mushroom cloud full of smallpox', which is not so OK.
I mean, we do have options to deal with gas. Wind Wall to keep it away, Zephyr's Reach to give people fresh air, though it'll be two-at-a-time.
 
Step 3: Disabling Arikada

Okay, so she can create explosions out her body and probably has other nasty surprises like that if we get our hands on her. This means that Taijutsu and close combat are out.

That leaves us with the following options:
  1. Kunai from Keiko
    • Just standard kunai
    • Kunai with ninja wire tied to them, just lodge a kunai to her limbs and then start pulling rope
      • Opens the option of Mari's lighting jutsu (needs QM confirmation)
    • Wasp paralytic payload
    • Vermillion Sigh payload (not sure if we did this?)
    • Explosives payload, final option if nothing else works and teammates are about to die
    • Mari's Wind Wall can be used to boost all of these
  2. VD drain from Noburi
    • Requires Mist and immobilized Arikada
  3. Syrup Trap from Noburi and Mari
    • Penalty to TacMove, so she either gets slowed or immobilized
    • Needs a follow up
  4. Clones from Nobby and Mari
    • +1 Dice for MC
    • Won't catch Arikada unless she is slowed or immobilized
    • Won't bring her down themselves, but can be used for finishing blow (and definitely for packaging)
  5. MEW from Hazou
    • Probably won't catch Arikada unless she is slowed down somehow
    • Needs a finisher
  6. Melee explosions from Akane and Kagome
    • Best use for threat creation, to make sure she won't get too close to anyone
Am I missing something?

Well, that's basically our toolbox for taking Arikada down. What we use depends on what we do to steps 1 and 2.

I'm still liking 3, 4, and 5, to distract and delay while we do 2.
 
Do we have misterators left? Does the mist spread to where Arikada landed? If no to both, we probably won't be able to drain with Nobby.
 
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Step 3: Disabling Arikada

Okay, so she can create explosions out her body and probably has other nasty surprises like that if we get our hands on her. This means that Taijutsu and close combat are out.

That leaves us with the following options:
  1. Kunai from Keiko
    • Just standard kunai
    • Kunai with ninja wire tied to them, just lodge a kunai to her limbs and then start pulling rope
      • Opens the option of Mari's lighting jutsu (needs QM confirmation)
    • Wasp paralytic payload
    • Vermillion Sigh payload (not sure if we did this?)
    • Explosives payload, final option if nothing else works and teammates are about to die
    • Mari's Wind Wall can be used to boost all of these
  2. VD drain from Noburi
    • Requires Mist and immobilized Arikada
  3. Syrup Trap from Noburi and Mari
    • Penalty to TacMove, so she either gets slowed or immobilized
    • Needs a follow up
  4. Clones from Nobby and Mari
    • +1 Dice for MC
    • Won't catch Arikada unless she is slowed or immobilized
    • Won't bring her down themselves, but can be used for finishing blow (and definitely for packaging)
  5. MEW from Hazou
    • Probably won't catch Arikada unless she is slowed down somehow
    • Needs a finisher
  6. Melee explosions from Akane and Kagome
    • Best use for threat creation, to make sure she won't get too close to anyone
Am I missing something?

Well, that's basically our toolbox for taking Arikada down. What we use depends on what we do to steps 1 and 2.
Mari could try genjutsu now that we don't need to worry about the guards.
 
That leaves us with the following options:
Thoughts:
  1. Add Genjutsu. We don't know if it'll work or not but it's worth being added to the list.
  2. Add Earth Clones. Level 1 (so they're shit) but still good for a distraction.
  3. Add traps from Akane. She should have some caltrops, barbed wire, or similar traps ready to set up in a storage seal, and since her only other action is to throw Mist Macerators and explosives, it's worth her going ahead of the fight and making Arikada's escape paths a bad idea. If she has a storage seal filled with water she can combo it with Mari's Raiton.
  4. Add PMYF. We need to reposition for combat constantly if we're going to win.
  5. Add Water Release: Water Dragon. Yes, Mari can do that.
  6. Reconsider explosives. I don't agree unless they're a last resort, since they blow away mist and would give her LOS (for the cortex bomb). I don't know if Arikada can blow us up by looking at us but there's no reason to risk it.
My idea of a plan:
  1. Clones are the primary close-quarters engagement tool: If Noburi can amp them so that they can use Syrup Trap that'd be great. Otherwise they exist to keep Arikada from attacking us or escaping, with actual damage as a secondary objective.
  2. Noburi and Inoue-sensei should be trying to lock Arikada up with Syrup Trap while keeping their distance from her. Noburi does Vampiric Dew, obviously.
  3. Keiko fires Weapons to disable, and saves our KO payload for when she has a good shot (not immediately).
  4. Akane needs to run off ahead. Her offensive orientation is Taijutsu and explosives, which are a no-no in this fight. But her other specialty is trap-making: if she can set up an area to have some non-lethal traps in it, we can herd her in and weaken her still further.
  5. Hazou MEWs to block Arikada's attacks, and keeps her from escaping by planting MEW behind her. Ideally he can bottleneck her into an area we've trapped (ideally with water, so Mari can electrocute her) but defensive battlefield control is his job here.
 
Mari knows hiding in the mist. Does that mean the misterators were redundant this whole time?

E: quoted the wrong post
 
Our first priority should be to prevent Arikada from escaping. Exploding legs was probably a one-time escape route, but she definitely has other contingencies. We should try to thing of some possible ones and ways to counter them.
 
Our first priority should be to prevent Arikada from escaping. Exploding legs was probably a one-time escape route, but she definitely has other contingencies. We should try to thing of some possible ones and ways to counter them.
Exploding arms, exploding face, exploding torso...

Yeah we should just assume she has Kagome's shaped charge belts but without the drawback of making her naked.
 
Also, unless she has high Deception, she didn't seem very bothered at all that we were attacking her.

I got a really Bonesaw vibe from her. She wasn't reacting very sanely, but did respond with intelligence. I was pretty surprised that the cortex bomb (which is likely triggered on death and not remotely operated) and the rocket jet were the only seals we saw from her, and it looked like we solidly outclassed her.

Other options: Flying Earth Fist combination technique between Keiko and Hazou. Use a PMYF kunai, add MEW to taste.

Be very careful about using that name. Noburi's gonna name it the FEF or something, and the list of vengeances is getting too big to resolve without doing something incriminating.

On another note, I'm extremely sad that the explosion was so powerful that it broke Panchipaama's body. We are now down our only expendable melee fighter, and Arikada will have a bit of time to prepare for our arrival. We should try to to approach as creatively as we can, probably sending a clone or two on ahead to trigger any traps.

And Re:Triggered Plagues, we have zero ways to defend against that. Like, maybe wash thoroughly if we have her head and thusly aren't in as big of a hurry, but we have jack shit to combat plagues.
 
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