@eaglejarl @Velorien do we have codes from Jiraiya to get Leaf border patrols not to bother us?
You have an emergency passcode valid for the next week, which entitles you to be searched, restrained and brought before Jiraiya or the Hokage (as appropriate) instead of killed in a particularly violent fashion (Leaf patrols have a bit of a chip on their shoulder due to recent failures).
 
You have an emergency passcode valid for the next week, which entitles you to be searched, restrained and brought before Jiraiya or the Hokage (as appropriate) instead of killed in a particularly violent fashion (Leaf patrols have a bit of a chip on their shoulder due to recent failures).

Kagome is not gonna like that. Maybe do that relaxing genjutsu beforehand with permission, one twitch could get us killed.
 
You have an emergency passcode valid for the next week, which entitles you to be searched, restrained and brought before Jiraiya or the Hokage (as appropriate) instead of killed in a particularly violent fashion (Leaf patrols have a bit of a chip on their shoulder due to recent failures).

Wait, is that the default way to deliver Arikada? Sounds kinda shitty to require us to be restrained when we are doing a delivery job for them. (EDIT: Actually, if the delivery requires us to enter Konoha, I say we forget about that and dumb Arikada on some random border patrol.)

10m range per level, capped by LOS.

System rules says 13 meters per level. Which one are we going with?


So, about confronting Arikada.

The important thing in this fight is range. We can't get really close to her thanks to Bonesaw factor and we know that Arikada uses kunais with with wire on them for combat, most likely with sealing payloads in the kunais themselves.

With misterators out of the picture, our attack ranges look something like this:
  • Keiko's kunai (no idea what the max range here is)
  • Hazou's MEW (60 meters)
  • Inoue's Syrup Trap (min. 17m + 6m from splash)
  • Noburi's Syrup Trap (15m + 5m from splash)
  • Melee explosions (10 meters? More?)
  • Noburi's Water Whip (2 meters)
Meaning, if we want slow Arikada down, we need to throw kunai at her, everything else requires for us to get in her face. I'm sure she can take a few of them before dying.

After we have hobbled her with a standard kunai, we should move in with Syrup Traps so Hazou can box her in with MEW preferably squished in between walls from all sides, and then we can start piling clones on her from Inoue and Nobby. The clones should be sent in individually or in pairs so she has to waste explosion charges to get rid of them.

After she is boxed and immobile with MEW, Syrup, and clones; Noburi gets behind the cover of the wall and slips her Water Whip in for draining. Water Whip is too short range to actively use while fighting against her, we need her immobilized before we dare to do that.

While this is happening, Akane and Kagome should focus on defensive explosions. Meaning punching out Arikada's wire kunai thingies, and substituting with long range guys if Arikada tries to get close. They don't need to hit her with the explosions, but rather force her back. She should have enough TacMove to dodge, especially if she augments her movement with her own explosions.

After she is passed out we move on to packaging.
 
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Wait, is that the default way to deliver Arikada? Sounds kinda shitty to require us to be restrained when we are doing a delivery job for them.



System rules says 13 meters per level. Which one are we going with?


So, about confronting Arikada.

The important thing in this fight is range. We can't get really close to her thanks to Bonesaw factor and we know that Arikada uses kunais with with wire on them for combat, most likely with sealing payloads in the kunais themselves.

With misterators out of the picture, our attack ranges look something like this:
  • Keiko's kunai (no idea what the max range here is)
  • Hazou's MEW (60 meters)
  • Inoue's Syrup Trap (min. 17m + 6m from splash)
  • Noburi's Syrup Trap (15m + 5m from splash)
  • Melee explosions (10 meters? More?)
  • Noburi's Water Whip (2 meters)
Meaning, if we want slow Arikada down, we need to throw kunai at her, everything else requires for us to get in her face. I'm sure she can take a few of them before dying.

After we have hobbled her with a standard kunai, we should move in with Syrup Traps so Hazou can box her in with MEW preferably squished in between walls from all sides, and then we can start piling clones on her from Inoue and Nobby. The clones should be sent in individually or in pairs so she has to waste explosion charges to get rid of them.

After she is boxed and immobile with MEW, Syrup, and clones; Noburi gets behind the cover of the wall and slips her Water Whip in for draining. Water Whip is too short range to actively use while fighting against her, we need her immobilized before we dare to do that.

While this is happening, Akane and Kagome should focus on defensive explosions. Meaning punching out Arikada's wire kunai thingies, and substituting with long range guys if Arikada tries to get close. They don't need to hit her with the explosions, but rather force her back. She should have enough TacMove to dodge, especially if she augments her movement with her own explosions.

After she is passed out we move on to packaging.
If we manage to get her boxed in with MEW, we can use the paralytic.
 
If we manage to get her boxed in with MEW, we can use the paralytic.

That might kill her, it's more like we should use the paralytic if we can't tag her with standard kunai, Syrup Trap, or MEW.

EDIT: Same story with kunai + ninja wire + lightning jutsu. They are more fallback options than anything else.
 
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We should try to box her in as a general principle, Could we attempt to deceive her with the next stage of our fight to make it seem like we want to herd her towards town? Get her to try running away from town first so that we can exhaust her with a running battle. It would be the best type of fight we could get in with a seal master as then they would only have what ever pre-prepared seals and tools on them.
 
Meaning, if we want slow Arikada down, we need to throw kunai at her, everything else requires for us to get in her face. I'm sure she can take a few of them before dying.

I think that is above the injury tolerance limit if we do the capture.

We should try to box her in as a general principle, Could we attempt to deceive her with the next stage of our fight to make it seem like we want to herd her towards town? Get her to try running away from town first so that we can exhaust her with a running battle. It would be the best type of fight we could get in with a seal master as then they would only have what ever pre-prepared seals and tools on them.

That relies on her reacting in the way we hope, ie realizing she is being pushed towards the town that is 4 miles away, not realizing its a Deception, and prompting her to move away from the town she knows she has allies in. We're plenty far away from the town, so that's not a big concern

Also, holy crap I'm horrified that they didn't save a single Misterator. That is like our one and only method if knocking her out that doesn't require getting close enough to water whip her, and we blew literally everything in a few seconds. Capture is gonna be soooo difficult now, and I'm hesitant to even try.
 
Try and see if we can pretend to herd her towards the town so that she thinks she is walking into a trap and does not head into town.
This seems like a really interesting psychological warfare idea, except she's already heading north (away from town) so I don't know how much we need it.

Proto-Action Plan: The Source Of Shame
Methods:

  1. Get to Arikada.
    1. Tactical Movement North. Full chakra boost.
    2. Vampiric Dew to get Arikada's exact position.
    3. Stay out of LOS.
    4. Don't charge directly forward like a pack of lemmings. Fan out to avoid getting boomsplat, and to keep her from escaping.
  2. Defeat Arikada.
    1. Water Clones use Taijutsu and Water Whip to keep Arikada busy, and to bait any traps out of her. Syrup Trap if plausible.
    2. Keiko throws kunai with ninja wire, nonlethal only. If she sticks her through with a wired kunai it opens Inoue to use her Raiton paralysis jutsu, and/or otherwise tie her up. Paralytic payload only if she's guaranteed the shot.
    3. Inoue and Noburi Syrup Trap her. Noburi uses Vampiric Dew whenever he can (which should be always).
    4. Akane & Kagome focuses on misterator spam since his explosives are less helpful here. Make sure Arikada is always in mist for VD drain.
    5. Hazou sets up MEW as an anti-escape tool. Large walls blocking Arikada's escape path fucks her Tactical Movement and limits her ability to dodge our attacks.
  3. tl;dr
    1. Get to Arikada without getting hit.
    2. Water Clones stall Arikada while we Syrup Trap her, then VD + paralytic payload to KO her.
Thoughts:
  • Chakra boosted TacMov is one option to close in on Arikada is one option, but lets not close off our choices prematurely. PMYF + aerial MEW is looking very interesting right now.
  • Vampiric Dew will not help b/c she is out of mist, and staying out of LOS means we're going to lose her and/or not be able to hit her. Basically, Nobby can't use VD except from within WW range (<10m? 5m? can't recall [E: at least one post by EJ says it goes out to 4m, see below]), so the draining part of this strategy shouldn't start until Arikada is confined, restrained, paralyzed etc.
  • I like the plan to spread out, which Twofold elaborates on below, as well as the use of clones to trigger traps where possible. May wish to have Noburi do the syrup trap part due to having plenty of chakra, Mari saving it for wind jutsu to prevent Arikada from throwing weapons or blowing plagues at us.
  • Can't do misterator spam, we're apparently out of them
  • MEW doesn't really interfere with ninja tacmov unless it's totally encasing them, e.g. by simultaneously raising vertical walls on two or three sides and then slanted walls on the other side(s). I think it would be badass and amazing if Hazou could do this while flying over Arikada's position on a PMYF-assisted jump, but that's just me.
I think we need to talk more about how to find and catch up to her.

There are basically three things she can do once she lands (assuming she can't freely maneuver while in air and the thud wasn't just a distraction.)...
The one we need to immediately eliminate is [setting a trap], and the best way to do that is to not give her time to setup. Meaning we need to rush in really fast, trying to go in slowly or sending clones first will just give her more time to slap seals around, prep her body, or whatever it is that she needs to do. Options for that are Wind Wall boosted run or @OliWhail's PMYF thing. The other option would be to save the movement boosts for when we have proper visuals on Arikada.

If she starts running, we just need to keep our eyes on her and chase her. We are in open plains so I don't think there's much to block our vision. Nevertheless, when we move 100 meters, she can also move 100 meters

Meaning we need to fan out a bit in pairs, one pair in goes straight and others follow 30? meters to the side to make sure she doesn't escape to the sides. Every pair needs someone with at least acceptable Awareness, so the best lineup would be Hazou + Noburi, Kagome + Keiko, Inoue + Akane.
I disagree that sending in clones is a strict loss for us - we need some way to trigger any fast-setup things she'll already have down when we arrive, and ideally to force her to use up contingencies. At the very least clones need to be nearby so we can substitute to safety.

If she starts running, that would be a time to use PMYF to send a couple of people (Hazou + Kei? Or, out of your pairs, Hazou + Noburi, which works since they have high transformation to decelerate and Noburi can spare the chakra) ahead and get her surrounded, possibly raining down kunai while pulling MEWs up around Arikada.

The important thing in this fight is range. We can't get really close to her thanks to Bonesaw factor and we know that Arikada uses kunais with with wire on them for combat, most likely with sealing payloads in the kunais themselves.

With misterators out of the picture, our attack ranges look something like this:
  • Keiko's kunai (no idea what the max range here is)
  • Hazou's MEW (60 meters)
  • Inoue's Syrup Trap (min. 17m + 6m from splash)
  • Noburi's Syrup Trap (15m + 5m from splash)
  • Melee explosions (10 meters? More?)
  • Noburi's Water Whip (2 meters)
Meaning, if we want slow Arikada down, we need to throw kunai at her, everything else requires for us to get in her face. I'm sure she can take a few of them before dying.

After we have hobbled her with a standard kunai, we should move in with Syrup Traps so Hazou can box her in with MEW preferably squished in between walls from all sides, and then we can start piling clones on her from Inoue and Nobby. The clones should be sent in individually or in pairs so she has to waste explosion charges to get rid of them.

After she is boxed and immobile with MEW, Syrup, and clones; Noburi gets behind the cover of the wall and slips her Water Whip in for draining. Water Whip is too short range to actively use while fighting against her, we need her immobilized before we dare to do that.

While this is happening, Akane and Kagome should focus on defensive explosions. Meaning punching out Arikada's wire kunai thingies, and substituting with long range guys if Arikada tries to get close. They don't need to hit her with the explosions, but rather force her back. She should have enough TacMove to dodge, especially if she augments her movement with her own explosions.

After she is passed out we move on to packaging.
Hopefully QMs stick to original ruling and let us have MEW range of 78m. Even 60 isn't terrible, though. Kagome was at one point stated to have directed explosives out to 20m, iirc. Is WW really only 2m?? Rules doc doesn't clarify a max, and for the purposes of combat (not draining) Noburi could burn more chakra for more water -> more range. (E: at least one post by EJ says it goes out to 4m, see below.)

I think the single/pairs of clones to exhaust her contingencies is a solid plan, but am dubious as to whether explosions can be used effectively to knock weapons out of the way. Might destroy a seal on one of the kunai that results in a cthulu that eats Sarubetsu. Separately, Arikada may not have additional TacMov contingency seals, unless she can redistribute her flesh suit to her legs.

Also, holy crap I'm horrified that they didn't save a single Misterator. That is like our one and only method if knocking her out that doesn't require getting close enough to water whip her, and we blew literally everything in a few seconds. Capture is gonna be soooo difficult now, and I'm hesitant to even try.
Could we maybe manufacture one quickly..? Condense water out of the air and into a waterskin, pick up one of the thrown macerator kunai?

Also, quoting from my message in Discord chat:
"If we do capture her, have clones do the carrying (refresh as needed) and have Noburi get within WW range from upwind every so often to keep her sufficiently drained that she won't wake up."

E: re, WW range:
Note: Nobby's water does whatever he tells it to do when he uses the Water Whip. He can make the Whip as long or as short as he chooses, which includes having it be nothing but a very thin film on his hand that won't be seen from any distance. Apply said water-film-covered hand to client's neck, client goes down, it looks like a simple nerve pinch or taijutsu technique.

EDIT: As long or as short as he chooses up to a maximum of ~4m. Forgot to say that part.
 
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Someone please tell me we loaded some of those doses of Vermillion Sigh into a few macerators.

Throwing drugs at her might be worth a shot at this point, it's not mist. But it's something to throw her off her game and confuse her.
 
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It also makes her into a walking bomb.

Which is better than her getting away, but not as good as capturing her. Frankly, I'll take a high Arikada over a runaway, or dead Arikada.

It's not a great opening volley, but would be nice to have in our arsenal regardless.

Also, I'm disappointed we used all our misterators. Did we ever make those stomach acid misterators?

Edit: Note for the future: Seriously look into developing tactics based on rapid application of mind altering drugs. Ninjas will probably focus on defending against genjutsu and mednin justu, leaving purely chemical attacks somewhat less defended in a combat environment. It might be a good low hanging fruit to help us in asymmetrical lethality combat.
 
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I think that is above the injury tolerance limit if we do the capture.

Broken bones and soft tissue damage is okay. Besides I have a feeling that her explosion fat bodymods will make her slightly resistant to kunai anyways.

But I don't really care if she dies. It's still a mission success and will lead to Jiraya not murdering us. That's all that really matters, and I'd rather not lose any party members for bonus objectives.

I disagree that sending in clones is a strict loss for us - we need some way to trigger any fast-setup things she'll already have down when we arrive, and ideally to force her to use up contingencies. At the very least clones need to be nearby so we can substitute to safety.

PMYF deployment is better and cheaper for our Substitution needs. If we want to clear traps away we should use explosive tag kunai for it.

Clones are way slower than ninjas. If we want to use them Arikada needs to be tied to an area or slowed down through other means. Otherwise the clone will just fall behind and that's 20CP wasted. She might choose to prep a trap for us around her landing spot, but it would still require us to slow down, deploy the clones, and wait until they go on ahead. If she is not staying still, this gives Arikada more time to create distance between us and herself. She currently has a 5? second head start, and every time we stop for something the clock ticks in her favor.

If we know that she is waiting in area, we could send the clones straight in and circle around by ourselves to make sure she doesn't make a run for it.

I think the single/pairs of clones to exhaust her contingencies is a solid plan, but am dubious as to whether explosions can be used effectively to knock weapons out of the way. Might destroy a seal on one of the kunai that results in a cthulu that eats Sarubetsu. Separately, Arikada may not have additional TacMov contingency seals, unless she can redistribute her flesh suit to her legs.

We can't be afraid to blow up enemy seals just because there's a very small chance that they might ctulhu when we do that. Otherwise we will never be able to use explosives against ninjas, since they could be carrying things like storage scrolls.

Note that the explosions are a backup if there's nothing else to do. With the pairs I suggested there's either kunais or Syrup Trap as an alternative once we start getting closer to Arikada. If she doesn't dodge our threat explosions, then that's that, but we can't really afford her to get close to us. Besides, we could always get lucky and her head might survive the explosion.

Could we maybe manufacture one quickly..? Condense water out of the air and into a waterskin, pick up one of the thrown macerator kunai?

If we have a canteen of drinking water (as we should) we could throw that into a macerator.

"If we do capture her, have clones do the carrying (refresh as needed) and have Noburi get within WW range from upwind every so often to keep her sufficiently drained that she won't wake up."

We might run out chakra for the clones, but that sounds like a good idea.

For the packaging process, we should not get anywhere near Arikada. Use clones, pandaa, or Zephyr to tie her up and burn everything that comes in contact with her. (Actually, we should burn all equipment we are wearing and wash ourselves as soon as possible. Definitely before eating or drinking anything.)

If Arikada needs medical attention, I would rather have her bleed to death than risk Nobby getting close enough for Med Jutsu. (EDIT: Especially with her altered body, we have no way to know how the seals will react to Nobby's medical chakra.)
 
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We might run out chakra for the clones, but that sounds like a good idea.

For the packaging process, we should not get anywhere near Arikada. Use clones, pandaa, or Zephyr to tie her up and burn everything that comes in contact with her. (Actually, we should burn all equipment we are wearing and wash ourselves as soon as possible. Definitely before eating or drinking anything.)

If Arikada needs medical attention, I would rather have her bleed to death than risk Nobby getting close enough for Med Jutsu.

I would add using a lens, mirror, or similar to allow Hazou to get a good look at her entire body and all her items in order to memorize seals.

And yet when you came in, your eyes went straight to my seals, and you were trying to decode them or I'm a chakra hagfish.

Also. @eaglejarl, @Velorien: Hazou did get a look at some seals in the "Two Dollar Orochimaru's Fancy Drug and Blackmail Emporium" and has therefore memorized them. We will be taking a peek at them if we survive and can do some research (enough to figure out what they do, at least). Just a heads up for later.
 
We can probably protect against a lot of weird bio stuff simply by staying henged and then taking a bath before we drop it.
 
Huh, how does henge interact with clothing?

Canon seems to imply that it subsumes clothing and when you un-henge you are still wearing what you were when you initiated the henge. Likewise our interactions with Jiraya and others. Having to drop henges and then being nude seems like something that post should have mentioned.

Maybe we should wear hasmat suits under the henges next time we do this.

Edit: Huh, remember that seal-crafting leather protection suit we had? what if we wore that into a henge before we infused seals? If something went wrong it would probably break the henge and drop us into the suit, but if it didn't or something else went wrong, we'd still have the mobility from not wearing the suit.
 
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Is Noburi able to wrap his whip around a victim's limb to grab onto them for prolonged draining?
The system rules doc seems to think so?
The Rules Doc said:
[The Water Whip] can wrap around things and hold its shape around them, and be contracted (and pulled) to pull the object in its grip closer to the user.

Rough Plan Ideas Compilation Post
Goals
  • Survive.
  • Get to Arikada.
  • Defeat Arikada.
+ Don't get permanently injured, Try to capture Arikada nonlethally, else try to preserve her head

Methods
[Have Keiko] use PMYF [plus a MEW wall downrange to extend sub range] to send a couple of people (Hazou + Kei? Or, out of your pairs, Hazou + Noburi, which works since they have high transformation to decelerate and Noburi can spare the chakra) ahead and get her surrounded, possibly raining down kunai while pulling MEWs up around Arikada.
Tactical Movement North. Full chakra boost. Don't charge directly forward like a pack of lemmings. Fan out to avoid getting boomsplat, and to keep her from escaping.
[Use MEW to stop a target's TacMov by] encasing them, e.g. by simultaneously raising vertical walls on two or three sides and then slanted walls on the other side(s)
If we want to clear traps away we should use explosive tag kunai [in the nearby area] for it.
Water Clones use Taijutsu and Water Whip to keep Arikada busy, and to bait any traps out of her. Syrup Trap if plausible.
After we have hobbled her, we should move in with Syrup Traps so Hazou can box her in with MEW preferably squished in between walls from all sides, and then we can start piling clones on her from Inoue and Nobby. The clones should be sent in individually or in pairs so she has to waste explosion charges to get rid of them.

After she is boxed and immobile with MEW, Syrup, and clones; Noburi gets behind the cover of the wall and slips her Water Whip in for draining. Water Whip is too short range to actively use while fighting against her, we need her immobilized before we dare to do that.
Akane and Kagome should focus on defensive explosions. Meaning punching out Arikada's wire kunai thingies, and substituting with long range guys if Arikada tries to get close.
[Paralytic] might kill her, it's more like we should use the paralytic if we can't tag her with standard kunai, Syrup Trap, or MEW. Same story with kunai + ninja wire + lightning jutsu. They are more fallback options than anything else.
Could we maybe manufacture [a misterator] quickly [once we have her restrained]? Condense water out of the air and into a waterskin, pick up one of the thrown macerator kunai?
If we have a canteen of drinking water (as we should) we could throw that into a macerator.
You have an emergency passcode valid for the next week, which entitles you to be searched, restrained and brought before Jiraiya or the Hokage (as appropriate) instead of killed in a particularly violent fashion (Leaf patrols have a bit of a chip on their shoulder due to recent failures).

Contingencies
Someone please tell me we loaded some of those doses of Vermillion Sigh into a few macerators. Throwing drugs at her might be worth a shot at this point.
[Explosions at seal-loaded kunai m]ight destroy a seal on one of the kunai that results in a cthulu that eats Sarubetsu [so blow up wire instead? or don't use explosions?]
For the packaging process, we should not get anywhere near Arikada. Use clones, pandaa, or Zephyr to tie her up and burn everything that comes in contact with her. (Actually, we should burn all equipment we are wearing and wash ourselves as soon as possible. Definitely before eating or drinking anything.)
We can probably protect against a lot of weird bio stuff simply by staying henged and then taking a bath before we drop it.
using a lens, mirror, or similar to allow Hazou to get a good look at her entire body and all her items in order to memorize seals [could do while purging equipment]
If we do capture her, have clones do the carrying (refresh as needed) and have Noburi get within WW range from upwind every so often to keep her sufficiently drained that she won't wake up.
Kagome is not gonna like [being restrained]. Maybe do that relaxing genjutsu beforehand with permission, one twitch could get us killed.
If Arikada needs medical attention, I would rather have her bleed to death than risk Nobby getting close enough for Med Jutsu. (EDIT: Especially with her altered body, we have no way to know how the seals will react to Nobby's medical chakra.)
 
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@eaglejarl, @Velorien: Hazou did get a look at some seals in the "Two Dollar Orochimaru's Fancy Drug and Blackmail Emporium" and has therefore memorized them. We will be taking a peek at them if we survive and can do some research (enough to figure out what they do, at least). Just a heads up for later.
@MadScientist would you mind putting "Study Irie Seals" or some such into the sealing tree?

Edit: Note for the future: Seriously look into developing tactics based on rapid application of mind altering drugs. Ninjas will probably focus on defending against genjutsu and mednin justu, leaving purely chemical attacks somewhat less defended in a combat environment. It might be a good low hanging fruit to help us in asymmetrical lethality combat.
I'll put a version of this into my research projects post.

E: Proposal -
If we can get the 'Hazou flies through air imprisoning people with MEW' technique down, call it 'Flying Earth God' to annoy Leaf.
 
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I could, but I was planning to just wait and see what they are, and then put their actual function on the tree.
Works for me. Just want to avoid it getting lost in the chaos of the quest the way our question about e.g. what the hell the Mori voice is has gotten lost.

Further thought: Make it part of the 'Heaven and Earth Funeral Machine' series of techniques @Rotekian inspired - "HaEFM: Mass Aerial Burial"
 
I really don't like how most of the ideas I put out get shot down with the reason of "Well fuck it up and die cause we are not skilled enough" We have Mari who has a better dice pool to roll with and we could scrape some bonus dice from circumstance of our ambush. Also she is a Seal Master who has to rely on cortex bombs in her guards, she might not be as great with social side of ninja life as we are. And what is she going to do, run to town faster? She is already enacting a plan to get herself to safety, so why not add more dice rolls for us to attempt and potentially win at controlling the pace of the fight giving us even more bonus dice for other aspects of our plan.
 
I really don't like how most of the ideas I put out get shot down with the reason of "Well fuck it up and die cause we are not skilled enough" We have Mari who has a better dice pool to roll with and we could scrape some bonus dice from circumstance of our ambush. Also she is a Seal Master who has to rely on cortex bombs in her guards, she might not be as great with social side of ninja life as we are. And what is she going to do, run to town faster? She is already enacting a plan to get herself to safety, so why not add more dice rolls for us to attempt and potentially win at controlling the pace of the fight giving us even more bonus dice for other aspects of our plan.

I'm sorry if you feel slighted. We are trying to poke as many holes into the existing plans as we can manage to optimize our final plan. People are understandably very nervous of Arikada and the possibility of a teammate death, and some want to go as hard and as fast as possible to neutralize her. I do agree that an Intimidation check is called for here, since she's now guard-less and clearly not crazy about her chances against us. A capture is now going to require either Noburi's water whip drain, Noburi draining her through direct water contact (like tell her to stand in a stream), or dosing her with a paralytic, hope she doesn't die, and doing one of the first two options.
 
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