Further thought: Make it part of the 'Heaven and Earth Funeral Machine' series of techniques @Rotekian inspired - "HaEFM: Mass Aerial Burial"
As far as suggesting names go. As it isn't a machine, 'Heaven and Earth Funeral Technique' (or possibly just 'Heaven and Earth Technique') is probably more accurate.
How MEW is being used might decide the naming scheme.
A horizontal wall to flatten an opponent could be: HaEFT: Foot of the Earth God.
A vertical or angled wall to block movement and possibly tip over top of the target could be: HaEFT: Hand of the Earth God.
Putting the multiple in multiple earth wall to form a box to trap an opponent could be: HaEFT: Mouth of the Earth God.
If it is possible to shape a wall into a spike that would lead to: HaEFT: Spear of the Earth God.

Edit: Further, if you dropped a rod from much higher up as has already been suggested. It would be in the Heaven God's domain so HaEFT: Rod of the Heavenly God (or just HaEFT: Rod of Heaven).

Edit 2: And if we want to be even more flowery: 'Though he crawls along the ground, the Earth God dreams of the Heavens. Though he flies freely through the skies, the Heavenly God always remembers the home he departed.'
Although, then that makes me think: 'The God is in his Heaven, all is right with the Earth'.
 
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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.

If you want to do a social approach, we could add it to pretty much any plan since we don't really know how this chase is going to pan out. Note that mid combat banter is super hard since engagements last something like 5-10 seconds.


Okay, here's a plan outline for the catch up and combat sections. Poke at it and tell me what I forgot about.

Also, this is very detailed and if the characters didn't talk about any of this before the fight, there's no way we can communicate all of this stuff our teammates now. @eaglejarl @Velorien can we assume we made a chase strategy before the fight or do you want us to have Hazou to try and communicate his ideas on the fly?

Or wait, do we just let Inoue take charge here and only worry about MEW placement? Since that would be the sane strategy if we didn't talk about this beforehand.

[] Proto Plan: Sealer In A Box

Goals
  1. Don't get party members killed
  2. Capture Arikada
  3. Capture Arikada alive
Methods
  • Catch up to Arikada
    • Split into pairs
      • Hazou + Noburi, Keiko + Kagome, Mari + Akane
      • Fan out to cover more ground while moving, 30 meters between the pairs
      • Keep Keiko's pair in the middle
    • Chakra boost north towards Arikada's landing spot
    • Once we have a visual of Arikada use following gambits to catch up
      • Inoue + Akane: Wind Wall boost
      • Hazou + Noburi: Low trajectory PMYF flying (@OliWhail could you spell out how this would work in practice?)
  • Engage Arikada
    • Do not engage her in melee
    • Try to engage with the full team, play time and slow her down if the other pairs are not near
    • Primary non-lethal approach
      1. Slow her down with Syrup Trap
      2. Trap her with MEW
        • To catch her: squish her between two thick diagonally raising walls
        • To limit her movement: surround her with walls
        • Use limit movement if it seems that Syrup Trappers can't get close enough, otherwise save chakra for catching her
      3. Immobilize with Water Clones
        • Punching and pinning
        • Send the clones in waves so they don't all get blown up at the same time
      4. Contact Arikada and Inoue with ninja wire for emergency lightning jutsu
      5. Box Arikada tightly with Mew
        • Leave room for Water Whip to enter
      6. Drain her with Water Whip
        • Position Nobby behind a thick wall and snake the Water Whip so that it barely touches Arikada
    • Supplementary lethal options
      • Use these if the methods in the preferred approach don't seem doable
      • Have Keiko tag Arikada with a kunai
        1. Standard kunai, see if it has any effect
        2. Kunai + ninja wire to leash her
        3. Kunai + ninja wire + lightning jutsu to disable
        4. Macerator with the wasp paralytic if other options don't seem to work
    • Defensive options
      • Wind Wall to block ranged attacks
      • MEW to block explosions
      • PMYF deployment for Subsitution
      • Explosive tag kunai to take care of traps
      • Melee explosives if she tries to get too close, preferably just as a threat
  • Package her for delivery
    • IF SOMEONE WANTS TO WRITE THIS PLEASE DO
  • Delivery
    • WHERE THE SHIT ARE WE SUPPOSE TO TAKE HER!?!?
 
It is not like I am saying we should sit down and have a dialogue with her, more like bluffing signalling people(Send out a flare type thing) within the town or shouting fake code words that could easily be thought to be something along the lines of heard her towards town.
 
Package her for delivery
  • IF SOMEONE WANTS TO WRITE THIS PLEASE DO

If we capture her and knock her out, we can put her in a box with air holes and apply the "object won't move or break" seal (what on earth is that called). If the box has a cover, wrap wire around it and apply the seal to the wire. She literally has no attack vectors outside of the airholes, she would have to kill all of us and either break the seal or wait for it to expire, and she ain't goin' nowhere.

If we take her head, smaller box, no airholes, same plan.

I'm torn on what to do immediately after. I do want to check back in with the Mayor and pay the innkeeper back, but holy hell I wanna drop the hot potato we're gonna be carrying.
 
It is not like I am saying we should sit down and have a dialogue with her, more like bluffing signalling people(Send out a flare type thing) within the town or shouting fake code words that could easily be thought to be something along the lines of heard her towards town.

We are four miles away from the town, and I don't think this chase is gonna last long enough for her to get there, even if she does head straight there. It doesn't make much of a difference to us which direction she runs away.
 
Don't depend on me to write the plan guys, cannibalize mine and make it a proper plan.
Aite, challenge accepted.

E: Dang nabbit, Twofold! :p
E2: Please note that I've basically copy-pasted Twofold's plan with some cleanup and + my suggestions. This is basically in case he isn't around to update right before the vote closes.
E3: I've modified the plan to end before going to Fire, and to not use the PMYF jumping because doing so against a weapons user is anime as heck but not very rational.

[X] Action Plan: Vault Yourself Against the Almighty
Goals
  1. Keep all party members alive
  2. Capture Arikada
  3. Keep all party members uninjured
  4. Capture Arikada alive
  5. Prepare to leave for Leaf, but do not leave yet
Methods:
    • If not already done, Henge into our own forms to counter biological weapons
    • Split into pairs
      • Hazou + Noburi, Keiko + Kagome, Mari + Akane
      • Fan out to cover more ground while moving, 30 meters between the pairs
      • Keep Keiko's pair in the middle
    • Chakra boost north towards Arikada's landing spot
    • Once we have a visual of Arikada use WInd Wall boost where possible
    • Quick Communication:
      • Move close to Nobby to signal we want to pair up with him
      • Eyeball Mari does she have her own plan?
        • Does she want to try to convince Arikada to surrender? e.g. bluff that we can summon more pangolins, honestly say that she won't die if she comes quietly. Could include Inoue wondering aloud whether Arikada thinks she can pull the same trick off 3 more times.
      • If not, get everyone's attention
      • Point your finger to the pairs and bring them together to signal team composition
      • Signal: Fan out, Search, 30 meters, and point to north
    • Seagull Yellow, try to engage with the full team, play time and slow her down if the other pairs are not near
    • Primary non-lethal approach
      1. Slow her down with Syrup Trap
      2. Eliminate the possibility of traps in the surrounding area using explosives
      3. Trap her with MEW
        • To catch her: squish her between two thick diagonally raising walls
        • Use limit movement by surrounding her with walls if it seems that Syrup Trappers can't get close enough, otherwise save chakra for catching her
      4. Immobilize with Water Clones punching and pinning
        • Send the clones in waves so they don't all get blown up at the same time
      5. Box Arikada tightly with Mew
        • Leave room for Water Whip or mist to enter
      6. Drain her with WW or mist (if we can cobble together a misterator from the condense water cantrip/canteens/waterskins and a macerator once she's thoroughly restrained)
        • Position Nobby behind a thick wall within range
        • Prepare a Water Clone stooge to substitute with Noburi if something goes wrong
          • Summon a water clone and have Akane cover its line of sight to Nobby with her hands
          • Give the clone instructions to Substitute with Noburi immediately when it sees him
          • If something goes wrong with the draining, Akane removes her hands blocking the clones view
          • Noburi should sub with the clone if anything goes or feels wrong on his end. If we have the chakra, have him sub with a totally different clone that's out of Arikada's LOS and away from the party members.
      7. Eliminate incoming combatants (whether new ninja or clones) with extreme prejudice (depending on our hight Decep people to tell which targets are clones)
      8. Coordinate with abbreviations of what we are about to do and what we would like to see Nobby do, get more detailed once Arikada is better boxed in
    • Supplementary lethal options if the methods in the preferred approach don't seem doable
      • Have Keiko tag Arikada with a kunai
        1. Standard kunai, see if it has any effect
        2. Kunai + ninja wire to leash her
        3. Kunai + ninja wire + lightning jutsu to disable
        4. Macerator with the wasp paralytic if other options don't seem to work
    • Defensive options
      • Wind Wall to block ranged attacks
      • MEW to block explosions
      • PMYF deployment for Subsitution
      • Melee explosives if she tries to get too close, preferably such that she'll tacmov out of the way rather than get squished.
      • Melee explosives to blast wire-whip kunai out off track
    • Keep Arikada unconscious through draining at all times
    • Do not touch her directly, and don't get close to her if possible
    • Water Clones: Strip her of everything. Tie her up. Fingers cannot be allowed to move. Poke around for dental or subdermal oddities (fake teeth? implants?). Gag her. Blindfold her. Plug her ears.
    • Hazou should observe Arikada's body and equipment from afar for any seals present (have clones display things)
    • Deny information by "cleaning" the battlefield
      • Pile Arakida's equipment and the bodies left behind in one spot (don't touch them directly).
      • Have Kagome set up fireworks that destroy all the bodies, equipment, and make it impossible to tell what happened in the fight. This includes the remants of her legs.
    • Find a body of water to wash up and burn or discard all items used in the fight, before un-henging if possible.
      • Order: discard/burn equipment, bathe henge, unhenge, discard/burn used equipment, bathe self
    • Arrange for counterintelligence actions before crossing into Fire (see contingencies)
    • Tie Arikada to a long and sturdy stick and have Water Clones carry it, or rotate among teammates if more speed is needed.
    • Keep Arakida unconscious with draining all the time
      • Drain her every five minutes in the beginning, adjust the time according to her regeneration rate
      • Drain from upwind.
      • Poor Nobby, not much sleep for him before the delivery. :(
    • Find bodies of water and replenish chakra periodically
    • If the team absolutely has to rest before the delivery, take a trip to Iron, make a temporary camp, and take a short rest there.
      • Precautions for Arakida while we rest
      • Someone watching her at all times
      • Wrap a big cloth around Arakida and 5SB that
      • Secondary facemask (or equivalent) using a secondary Five Seal Barrier. No eye holes, no nose holes. Just a hole for food, water, and air
      • Surround her with Force Walls from all sides, so that any explosions gets reflected back to her
        • Leave a gap for air and Water Whip draining
    • Ask about using the bliss genjutsu on Kagome when we make contact with any Leaf patrols.
  • Let Arikada bleed out if needed rather than letting Noburi's real body get close enough to use medjutsu. Have clones (or Pandaa, or Zephyr's Reach) do any basic bandaging needed.
  • If it appears Arikada is going to outrun us, get Keiko's help and have Hazou and Nobby perform Heaven and Earth Soaring Technique
    • Prefereably use this to close the distance instead of aerial bombardment
    • Get Keiko's pair next to Hazou's
    • Have Keiko throw two PMYF kunai at 20 degree angle, set to release their payloads under a second
    • Have Hazou raise a 8.5m MEW pillar 45m ahead of Keiko's throwing position
    • Substitute with the payloads and soar like eagles
    • While passing Arikada, if possible, use appropriate jutsu to harass her
      • If using Syrup Trap, call the attack: HaEST: Hallowed Rain
        • If MEW can be used, call it HaEST: Rising Rain
      • If just dropping clones, call the attack HaEST: Burial at Sea
        • If MEW can be used, call it: HaEST: Burial at Shore
    • Henge into blankets for deceleration
  • As another desperate maneuver, consider "Heaven and Youth Technique": a close-range fighter (e.g. Akane with her jutsu on for protection) swaps with a PMYF projectile to deliver a flying attack
    • Make sure we're all on the same page: we might be able to trust Jiraya if we squint hard since we're useful to him, but assume we can't trust pretty much anyone else in Konoha (sorry Akane, at least for now that probably includes your friends and family, though they probably won't let us see them)
    • The above means we may also wish to not trust the very first Leaf patrol we meet - could we insist they get us closer to Konoha before disarming/restraining us, by arguing we still need to monitor and preserve this dangerous criminal?
    • Get rid of all of our unique tech and notes
      • Get Pandaa to bring them to the Summon Realm
        • Emphasize to the pangolin military that any non-sealmasters should really not mess with our seals
      • Unique tech and notes includes but is not limited to
        • Seals and blanks from both Hazou and Kagome, especially their own designs (Macerators, Directed Explosives, PMYF etc.) aside from what the bare essentials for travelling safely. Destroy these if possible before reaching Konoha's walls.
        • All notes about that even remotely deal with sealing, future plans, our teammates or their capabilities. If they aren't going with Pandaa, memorize them with IN and burn them.
      • DO bring along a sample of the paralytic, or a paralytic macerator if we didn't keep any separate, to give to J. Mark whatever we carry it in with toxin/biohazard warnings.

(Please correct math?)

Hazou 100CP

Transformation 10CP (pre-done)
Initial TacMove 20CP
Engagement TacMove 20CP
2 MEW blocking 12 CP
1 MEW catching 6 CP
Emergency Substitution 8CP
Emergency HaEST 24CP

Chakra Balance: 10 CP

Keiko 130CP


Transformation 10CP (unless pre-done)
Initial TacMov 20CP
Weapons 25CP
Engagement TacMov 20CP
Emergency Substitution 8CP

Chakra Balance: 57 - 47 CP

Noburi 301CP


Transformation 10CP (pre-done)
Water Whip 14-17CP + 25CP (does he use water from his barrel?)
Initial TacMove 20CP
Engagement Tacmove 20CP
2 Syrup Trap 20CP
3 Clones 60CP
Emergency WW 25CP
Emergency Substitution 8CP
Emergency HaEST 18CP

Chakra Balance: 71 - 68 CP

Akane 100CP


Transformation 10CP (unless pre-done)
Initial TacMove 20CP
Engagement TacMove 20CP
Taijutsu 20CP
Emergency Substitution 8CP

Chakra Balance: 32 - 22 CP

Mari 180? CP


Transformation 10CP (unless pre-done)
Initial TacMove 20CP
Engagement TacMove 25CP
Syrup Trap 20 CP
3 Clones 60CP
Wind Wall 30CP
Emergency Substitution 8CP

Chakra Balance: 17 - 7 CP

Kagome 100CP

Transformation 10CP (unless pre-done)
Initial TacMove 20CP
Engagement Tacmove 20CP
Taijutsu 20CP
Emergency Substitution 8CP

Chakra Balance: 32 - 22 CP
 
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If we capture her and knock her out, we can put her in a box with air holes and apply the "object won't move or break" seal (what on earth is that called). If the box has a cover, wrap wire around it and apply the seal to the wire. She literally has no attack vectors outside of the airholes, she would have to kill all of us and either break the seal or wait for it to expire, and she ain't goin' nowhere.

If we use 5 Seal Barrier we can't actually move her, which is all kinds of problematic.

I'm torn on what to do immediately after. I do want to check back in with the Mayor and pay the innkeeper back, but holy hell I wanna drop the hot potato we're gonna be carrying.

I agree that I don't want to waste any time in getting rid of Arikada. Once we have her, we should immediately head towards our delivery point and get rid of her. She is alone now but her contact in Sarubetsu might come looking for us, or something else could go wrong. No idea what a paranoid biosealer might have done to her body.

I also don't trust anyone in Sarubetsu and since we blew our covers there I don't want to go anywhere near it ever again unless we absolutely have to. If we have Arikada in custody, we have no other business in there.

E: Dang nabbit, Twofold! :p

Well, better two plans than no plans I would say. :cool:
 
@Twofold Packaging and Delivery:
  • Once she's KOd:
    • Water Clones: Strip her of everything. Tie her up. Fingers cannot be allowed to move. Gag her. Blindfold her.
    • We move to a safe spot (this can't be our base in Sarubetsu; we need to evac the area, maybe go back to Leaf or Iron and to the base we made there?).
    • Water Clones carry Arikada. The rest of us keep a wide berth. Noburi has Water Whip to continue draining. Use Water Clones (using Water Whip) as intermediates if the range is too close.
  • Once we're at base:
    • Force Wall seal on the ground, larger than Arikada.
    • Arikada goes on top of that. On her stomach, head raised so she can breathe (and we can give her food/drink her effectively, if need be). Tie her down, same as above.
    • Cover Arikada with a small layer of dirt.
    • MEW over the dirt, in such a way that Arikada doesn't get crushed by the weight. Make sure her head (or just her face, really) is uncovered so she can breathe.
    • Five Seal Barrier on the MEW.
    • Secondary facemask (or equivalent) using a secondary Five Seal Barrier. No eye holes, no nose holes. Just a hole for food, water, and air.
  • I don't know where Jiraiya wants us to go, but we have several options.
    • If we can, we should skip the "base" thing and head straight to where Jiraiya told us to drop Arikada off. This assumes we're ready for it though, we may have to bunker down for a bit and get chakra back and THEN do this.
    • If we're able to wait and are scared of getting attacked en route we can bunker down and send a pangolin message with details, then wait for him to come to us.
 
I'm torn on what to do immediately after. I do want to check back in with the Mayor and pay the innkeeper back, but holy hell I wanna drop the hot potato we're gonna be carrying.
We can send her ice and a note in apology. We can come back later for Mari to give her an apology in person, but there's no way we can tell her that, that's Zabuza bait.

What're the team's chakra levels?
 
Mayor Emiya and the innkeeper are in Sound, not Hot Springs. You're thinking about Honami.
No, no, we can still send them ice and a note in apology. Although maybe that's a bad idea, don't wanna build up an MO of sending ice and a note in apology. Then again, maybe we do, that'd be hilarious (at least in an omake). Accidentally off some Water patrols? Send them some ice and a note in apology. Demolish the entire Akatsuki because they got in the way of our sealing experiments? Send them some ice and a note in apology.

On the note of ice and notes of apology, and entirely unrelated to it (I just wanted to say that again), @OliWhail you should include Heaven and Earth Funeral Technique: Flying Earth God if she's judged to be good enough at weapons to avoid getting hit by Keiko + team bonuses.
 
Okay, we need to start keeping track of combat presets. I don't remember if we have something like this, so let me introduce it for this plan at least:
  • Seagull
    • Engage aggressively but only with ranged attacks
    • Define lethality levels with the usual colors (Black: Murder, Yellow: Wound, White: Don't hurt them!)

Here's a votable version of my plan. The biggest addition is the Quick Communication Guide, that should help Hazou decide how to communicate his ideas to the team. Most notably the plan now includes checking if Mari has a plan formatted before we start spouting our own. Meaning the plan might get overruled by her.

I had to change the name since I think we've used the previous one before.

I still have no idea where we are suppose to deliver Arikada. Are we like seriously going to Konoha? We will be completely at their mercy since we need to disarm for them and Jiraya is like the least of our problems if we get tangled up in that nest of snakes. Why did we agree to this?!

The plan is probably filled with mistakes so, err, maybe help me with those yeah?


Here's a quick tip how to read the plan more easily. Start by scanning the bullet points in the trunk of the bullet point tree before going in deeper. That gives you the general idea of what is going on before the plan delves into specifics. I'll spoiler these for @Velorien but I'd rather not do it now if someone wants to copypaste stuff.

[X] Action Plan: Even Cats Hunt in Pairs

Catch Arakida and don't get hurt in the process.

QCG: Quick Communication Guide, ideas how to communicate battle plans to teammates

Goals
  1. Don't get party members killed
  2. Capture Arikada
  3. Don't get party members injured
  4. Capture Arikada alive
  5. Don't dawdle and set off to Leaf as quickly as humanely possible
Methods
  • Catch up to Arikada
    • If not already done, Henge into our own forms to counter biological weapons
    • Split into pairs
      • Hazou + Noburi, Keiko + Kagome, Mari + Akane
      • Fan out to cover more ground while moving, 30 meters between the pairs
      • Keep Keiko's pair in the middle
    • Chakra boost north towards Arikada's landing spot
    • If we can't catch up to Arikada with normal chakra boosting, use the following gambits
      1. Group together for a Wind Wall boost, or
      2. Get Keiko's help and have Hazou and Nobby perform Heaven and Earth Soaring Technique
        • Prefereably use this to close the distance instead of aerial bombardment
        • Get Keiko's pair next to Hazou's
        • Have Keiko throw two PMYF kunai at 20 degree angle, set to release their payloads under a second
        • Have Hazou raise a 8.5m MEW pillar 45m ahead of Keiko's throwing position
        • Substitute with the payloads and soar like eagles
        • While passing Arikada, if possible, use appropriate jutsu to harass her
          • If using Syrup Trap, call the attack: HaEST: Hallowed Rain
            • If MEW can be added to it, call it HaEST: Candied Rain
          • If just dropping clones, call the attack HaEST: Burial at Sea
            • If MEW can be added to it, call it: HaEST: Burial at Shore
        • Henge into blankets for deceleration
    • Quick Communication Guide:
      • Move close to Nobby to signal we want to pair up with him
      • Eyeball Mari to see if she has a plan already in mind, if not proceed to communicate your own
      • Whistle to get everyones attention
      • Point your finger to the pairs and bring them together to signal team composition
      • Signal: Fan out, Search, 30 meters, and point to north
      • Grab Nobby and tell him the details of our movement gambit
  • Engage Arikada
    • Leave Deception and Diplomacy gambits to Mari
    • Rules of engagement
      • Communicate this before the previous step
      • Engage only from range
      • Wound if necessary
      • Try to engage with the full team, play time and slow her down if the other pairs are not near
      • QCG: Yellow Seagull
    • Primary non-lethal approach
      1. Slow her down with Syrup Trap
      2. Trap her with MEW
        • To catch her: squish her between two thick diagonally raising walls
        • To limit her movement: surround her with walls
        • Use limit movement if it seems that Syrup Trappers can't get close enough, otherwise save chakra for catching her
      3. Immobilize with Water Clones
        • Punching and pinning
        • Send the clones in waves so they don't all get blown up at the same time
      4. Contact Arikada and Inoue with ninja wire for emergency lightning jutsu
        • Don't let Mari touch the wire unless she has decided to apply the raiton
      5. Box Arikada tightly with Mew
        • Leave room for Water Whip to enter
      6. Drain her with VD
        • If possible, prep a quick misterator from a water canteen thrown into a macerator for draining
        • If we can't get mist, position Nobby behind a thick wall and snake the Water Whip so that it barely touches Arikada
        • Prepare a Water Clone stooge to substitute with Noburi if something goes wrong
          • Summon a water clone and have Akane cover its line of sight to Nobby with her hands
          • Give the clone instructions to Substitute with Noburi immediately when it sees him
          • If something goes wrong with the draining, Akane removes her hands blocking the clones view
          • Also prepare a Substitution target for Nobby himself to use if he notices anything weird
      7. Quick Communication Guide
        • Just shout out abbreviations of what we are about to do and what we would like to see Nobby do, get more detailed once Arikada is boxed in better
    • Supplementary lethal options
      • Use these if the methods in the preferred approach don't seem doable
      • Have Keiko tag Arikada with a kunai
        1. Standard kunai, see if it has any effect
        2. Kunai + ninja wire to leash her
        3. Kunai + ninja wire + lightning jutsu to disable
        4. Macerator with the wasp paralytic if other options don't seem to work
    • Defensive options
      • Wind Wall to block ranged attacks
      • MEW to block explosions
      • PMYF deployment for Subsitution
      • Explosive tag kunai to take care of traps
      • Melee explosives against kunai + ninjawire shenanigans
      • Melee explosives if she tries to get too close, preferably more for area denail than actual squishin (aim low or something)
  • Package her for delivery
    • Keep Arikada unconscious through draining at all times
    • Do not touch her directly, and don't get close to her
    • Water Clones: Strip her of everything. Check for dental or subdermal implants. Tie her up. Fingers cannot be allowed to move. Gag her. Blindfold her. Plug her ears
    • Have Hazou and Kagome eyeball Arikada and her equipment from afar for Seals
  • Leave the battlefield
    • Deny information by "cleaning" the battlefield
      • Pile Arakida's equipment, the bodies, and body parts left behind in one spot (don't touch them directly)
      • Have Kagome set up fireworks that destroy all the bodies, body parts, and equipment; make it impossible to tell what happened in the fight
    • Find a body of water to wash up and burn or discard all items used in the fight
      • Order: Discard equipment, wash the henge, discard rest of the equipment, wash real bodies
  • Delivery
    • Tie Arikada to a long and sturdy stick and have Water Clones carry it
      • If more speed is required, have two teammates carry it instead
    • Keep Arakida unconscious with draining all the time
      • Stay upwind from Arakida while draining
      • Drain her every five minutes in the beginning, adjust the time according to her regeneration rate
      • Poor Nobby, not much sleep for him before the delivery. :(
    • Find a body of water and replenish chakra
    • If the team absolutely has to rest before the delivery take a trip to Iron, make a temporary camp, and take a short rest there.
      • Precautions for Arakida while we rest
        • Someone watching her at all times
        • Wrap a big cloth around Arakida and 5SB that
        • Secondary facemask (or equivalent) using a secondary Five Seal Barrier. No eye holes, no nose holes. Just a hole for food, water, and air
        • Surround her with Force Walls from all sides, so that any explosions gets reflected back to her
          • Leave a gap for air and Water Whip draining
  • Head to Konoha for the drop off
    • End the update before we cross borders to Fire
    • When we are challenged by the patrols, use our code
    • Insist that they take us really close to Konoha before we consent to being restrained
      • It's not like we don't trust them, but we don't really trust them
    • Discuss and take care of the "Precautions for Konoha" from Contingencies before crossing the border to Fire
      • "Why does Jiraya want us in Konoha?"
Contingencies
  • Let Arikada bleed out if needed rather than letting Noburi's real body get close enough to use medjutsu. Have clones (or Pandaa, or zephyr) do any basic bandaging
  • Precautions if we really have to enter Konoha
    • We might be able to trust Jiraya if we squint hard, but we can't trust anyone else in Konoha at all
      • Especially not the Hokage
    • Get rid of all of our unique tech and notes
      • Make a quick deal with the pangolins for storage
      • If that is not possible, just destroy everything
      • Unique tech and notes includes but is not limited to
        • Seals and Blanks from both Hazou and Kagome, especially their own designs (Macerators, Directed Explosives etc.)
        • All notes about that even remotely deal with sealing
        • All notes that even remotely deal with our future plans
        • All notes that even remotely team with our teammates or their capabilities
        • You know what, just burn all the notes
    • Assume that everything we say is being listened on
      • Don't talk about the team
      • Don't talk about our families
      • Don't talk about our plans
      • Don't talk about training
      • Better yet, don't say anything at all while in there
        • Except, "Thank you" and maybe "Sorry" if relevant, no reason to impolite
    • Stick to the group and never go anywhere alone
      • I said anywhere
    • Get out of Konoha as fast as possible, we can rest and recuperate elsewhere
 
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Just a general question, why do our codewords so obviously convey their intent? Such as code black and white. Isn't it strictly better to obfuscate this information (at least for sure in 'black' scenarios)?

Like say we instead say code neat for black, and code swish for white. This way it's not as blatantly obvious to someone that hears a word directly connected with the employed strategy.

The only time I see us wanting to convey the meaning would be in code white situations where we want our targets to get the impression we are trying to avoid hurting them, but then we can just keep those code words and only change up the black code?

Also, we should theoretically change these words up every few weeks in case we are in combat with the same targets (ex: some of the village in the mountain knows our code words from the big battle scene)
 
Note: the rolls said that she wasn't boosting to save chakra for Panchipaama.
Thanks, fixed. I actually DIDN'T have her boost there, so I'm not sure why I wrote it in.

According to anydice, the probability of her getting at least 1957 is 0.24% for 30 dice, 13.48% for 35 dice, and 63.55% for 40 dice. So she could still be around as low as ~34-35 taijutsu dice boosted with this sort of roll, depending on just how lucky she got.
Remember how much the dice hate her.

I still have no idea where we are suppose to deliver Arikada.
Konoha.
Are we like seriously going to Konoha?
Well, you don't have to....
Why did we agree to this?!
Because Jiraiya will kill you if you don't?
 
Just a general question, why do our codewords so obviously convey their intent? Such as code black and white. Isn't it strictly better to obfuscate this information (at least for sure in 'black' scenarios)?
It's mostly because we haven't taken the time to actually work them out. They are currently set for "default". If someone wants make a comprehensive SOP for team communication and codewords I'm all for it.

Alright, since we are going to Konoha I added a short list of precautions to the contingencies section we should take. I'm open for future additions.

Contingencies:
  • Let Arikada bleed out if needed rather than letting Noburi's real body get close enough to use medjutsu. Have clones (or Pandaa, or zephyr) do any basic bandaging
  • Precautions if we really have to enter Konoha
    • We might be able to trust Jiraya if we squint hard, but we can't trust anyone else in Konoha at all
    • Get rid of all of our unique tech and notes
      • Make a quick deal with the pangolins for storage
      • If that is not possible, just destroy everything
      • Unique tech and notes includes but is not limited to
        • Nobby's Barrel
        • Seals and Blanks from both Hazou and Kagome, especially their own designs (Macerators, Directed Explosives etc.)
        • All notes about that even remotely deal with sealing
        • All notes that even remotely deal with our future plans
        • All notes that even remotely team with our teammates or their capabilities
        • You know what, just burn all the notes
    • Assume that everything we say is being listened on
      • Don't talk about the team
      • Don't talk about our families
      • Don't talk about our plans
      • Don't talk about training
      • Better yet, don't say anything at all while in there
        • Except, "Thank you" and maybe "Sorry" if relevant, no reason to impolite
    • Stick to the group and never go anywhere alone
      • I said anywhere
    • Get out of Konoha as fast as possible, we can rest and recuperate elsewhere

Now, is there a way we could deliver Arikada without actually going to Konoha? I would really, really like that option more.
 
Could we at least make the attempt at directing the pace of the battle using deception. If she overestimates our abilities she might use up more of her seals rendering her less able to escape, allowing us to be able to contain her more securely.
 
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