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@OliWhail @eaglejarl: Below, I've compiled everything I could find on Tactical Movement. I'd like to move it to the wiki, but I'd like QM approval, since I might have missed something or something might have changed or you might want to add something. If everything's good to go, I'd appreciate a short message so I know that.



"Rushing enemies, keeping your distance from rushing enemies, ability to maneuver a battlefield, speed of travel.
Rolled against Enemy TacMove, or Enemy Combat Roll if fleeing." (Character Sheet)

Dexterity * 3, Wits * 5 (Player Document)

Roll TacMov to dodge attacks from medium to long range if they require bodily evacuating the area. (5)

TacMov includes moving around obstacles, moving in three dimensions, and positioning in combat (13).

Ninja with low TacMov can move quickly in a straight line over easy terrain. Higher TacMov improves harder movement. (13)

Stretchers are slower and easier-tracked than piggyback. (318)

Weight imposes -3 dice per 20kg. (1528)

In combat, TacMov doesn't gain dice from multiple combatants; it's rolled individually. (1538, 1538)

Rolling TacMov to dodge means you can't attack that round, but you can if you roll to maintain engagement distance. (1863)

Vacuum step xor substitution (provided there's a valid target) can be added to TacMov. (1863)

Skywalkers grant +20 dice for TacMov when used to disengage (dodging or running away) and +5 to closing distances when engaging, when skywalkers are applicable. This bonus cannot exceed your level. (1908, 1909)

+5 offensive bonus granted by skywalkers applies to syrup trap. (1915)

TacMov can be levelled by travelling, but the travel distance needs to be sufficient (as determined by QM fiat) for levelling to take place. (2006)



EDIT: Request for details. Ruling 2006 stated that 8–10 days was enough to train 8–12 levels in TacMov, but 5–6 days wasn't; if we had wanted to train fewer levels of TacMov, would that amount of time been acceptable? More generally, are you willing to give an explicit relation between time traveled and how much training can take place?
 
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Riffing off @Radvic's and list of active things to do.

[X] Action Plan: ALL the Subplans

For each of the following subplans, follow the highest-voted subplan, in the order of most votes. Ignore any subplans that are not voted on. If something of the form "Seal Experiment Subplan: Nope", ignore the subplan. I will link every subplan in a sub-bullet-point to make this hopefully easier to follow.

Bolded points need subplans written.
  • Seal experiments subplan
  • Send Akane covert messages like we're ninja or something subplan
  • Befriend Merchant Council People subplan
  • Find out about the Capybara scroll mission subplan
  • Plan a Hana heist subplan
  • Boardgame subplan
  • Make out with the librarian subplan
  • Get Noburi an internship subplan
  • Socialize with Shikamaru subplan
Want a subplan added to the list? Well, I love subplans, so if you write it, I'll add it.

Subplan-in-ating @Enjou's list:

[x] Socialize with Shikamaru subplan: Things and Stuff
  • Visit Shikamaru as is convenient for him
    • Discuss planning aides in depth
    • Play Shogi
    • Invent 3D Shogi (if not yet invented)
    • Play 3D Shogi
    • Discuss tactics and strategies for the upcoming war, especially the effects of skywalkers on Leaf doctrine, but only in a fully secure room, contingent on getting security clearance to do so
    • Provided Shikamaru's allowed, discuss clan fighting style to get ideas on seals to develop and assist their clan

Family Dinner Subplan

  • If we're a clan or soon-to-be clan, aren't we supposed to be having dinner together.
  • When his godson is in town, we expect him to be introduced to us.
    • Including his team as well.
  • If Jiraiya objects.
    • Point out that it will only take thirty minutes of his time.
    • Don't have to be at every dinner, but expect him to make the effort nonetheless.
      • Unless it's a mission or emergency.

Might I suggest using PlanBot's subplan feature? It's very simple now; it works the same as poll votes (in that they are grouped by parentheticals) except you use curly brackets, like {ecks}

So:

{ecks} My Subplan (optional text for grouping related things)

Edit: The main purpose of this of course is for people to be able to write and maintain smaller modules that can be included in real plans, or just used as a starting point. Hopefully, this can work to reduce activation energy required for planmaking.
 
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Could you be more specific? I can't tell if you're referring to an individual skill, the fundamental mechanics of the quest, or anything in between.
As @Velorien said, could you expand on this? Are you objecting to a specific mechanic or to the system as a whole?
Well, at least part of it is fundamental. Namely the "ninjutsu specialists have to specialize in five times as many Skills, not counting Element costs, to be as broadly effective as Taijutsu specialists" thing. The 'XP costs scale weirdly, which is probably why our heroes seem to have developed lots of seals really quickly' is another.
If there are specific issues then suggestions for patches are always welcome. If you think the entire system needs an overhaul, and if enough other people agreed that we decided to do something, then it would probably make more sense to move to a professionally-designed system instead of trying to redo this one from the ground up.
Well, I like the Skill/Stat divide. It provides a nice incentive to specialize, but is sufficiently complicated to provide a fun puzzle.
I do not like the actual combat mechanism, mostly because it seems tacked on after the fact, and also kind of hodgepodge. Altering XP gains seems to have pretty thoroughly broken it from its intended purpose, and I want something that scales properly.
I think Int is more general than that. Sealing and / Technique Hacking would be more in line with chakra dynamics. Why do you ask?
Because I only really remember seeing them in Technique Hacking, Summoning, Genjutsu, and of course Sealing. All of those seem like they could involve chakra dynamics quite heavily, and my personal definition of 'intelligence' is 'broadly applicable mental abilities, such as rapid parallel processing'. Which seem, well, a lot more broadly applicable.
 
"Yessir." Deep breath. Slow exhale. Jiraiya wasn't going to throw him in a killbox. Jiraiya was, or soon would be, his adoptive father. There's only one poppa and this ain't him! Hazō was safe here.
...I think Hazō should ask to officially be adopted as Jiraiya's grandson. It would make the paperwork easier when they retrieve his mother, at least.
E: Also he can continue to increase Jiraiya's headache the Hazō/Naruto parallels by complete accident.
 
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My take on an IN social skill. This version trades a very hefty start-up cost for being more beneficial as you climb in skill levels. It's also fairly mechanically complex, but almost all of the mechanics can be offloaded onto the character spreadsheet, so I don't think it should make writing updates harder.

Reese's Iron Nerve Social Skills
"Hey, you got your Deception in my Diplomacy!" "No! You got your Diplomacy on my Deception!"

(Maybe.....needs a better name?)

By exerting complete control over their body language, expressions, and micro-expressions, a Kurosawa can present the exact attitude they calculate is necessary for a given social manipulation. The Iron Nerve also allows its user to determine which stored movements a social opponent is most closely approximating, allowing the user to better analyze and defend against being manipulated by another's skill. This allows the user to add some of their Deception dice to best match the body presentation that will be most helpful for a given Diplomacy check and, conversely, add Diplomacy dice to best determine and match the body presentation an opponent would be expecting if a Deception attempt were in fact true.

Learning Curve
When an Iron Nerve user first learns RINNS, they greatly expand the level of precision and detail at which they are aware of their body. This leads to issues similar to when the user was first learning to control their bloodline, such as showing reactions to things too slowly or sometimes too fast, flickering between micro-expressions trying to determine which is appropriate, or concentrating so much on expression that their body holds unnaturally still for a fraction of a second. Anyone interacting with the RINNS user will find this strange and off-putting, even if it is not immediately obvious why they feel this way, and the Iron Nerve user will receive malus dice on social skills. The Kurosawa clan has negotiated with Mist for a month-long coming of age ceremony for clan members when they are promoted to Chuunin. Not every Kurosawa is taught RINNS during this ceremony, but those that are reach a skill level where this effect is no longer consciously noticeable, though almost all still need more training to overcome all of the malus dice. The Kurosawa ceremony also includes significant additional clan groupthink indoctrination, so outside the clan the malus dice mostly look like increased arrogance/stiltedness that slowly wears off as the chuunin re-enters the larger Mist society.

This learning curve results in the following mechanics:
  • Pre-reqs: Deception 18, Diplomacy 18, Iron Nerve
  • Attribute Cost: Int*2, Wits*2, Composure*1
  • Effect: Modifies Diplomacy and Deception by (RINNS skill - 16) dice. This will generate a malus for these skills until RINNS skill 16.
  • The off-putting effects are no longer noticeable at skill 8. One month of training generally gets to a skill level between 10 and 14.
  • Dice added to Diplomacy is capped at min(Diplomacy, Deception/3 (round up)), and dice added to Deception is capped at min(Deception, Diplomacy/3 (round up)).
  • At skill 26, a user can self-train in RINNS and also train others who meet the pre-reqs.
Circumstantial Modifiers
In an opposed Diplomacy or Deception test (as opposed to a TN test to, say, show proper etiquette during a tea ceremony), the opposing ninja may have some familiarity with RINNS, which will reduce the cap on the number of bonus dice that can be applied against them. Circumstantial modifiers will never reduce the cap to less than 5. The levels of familiarity are:
  • -5: Knows what RINNS is and has spent some effort to notice it being used and compensate accordingly
  • -10: Iron Nerve user with no points in RINNS or Sharingan user with Sharingan turned on during interaction
  • -15: Iron Nerve user with up to 24 points in RINNS
  • Cap reduced to 5: Iron Nerve user with 25 or more points in RINNS
Note that an Uchiha who sees RINNS in action one time with the Sharingan turned on will from that point on reduce the RINNS cap by 5 even with the Sharingan turned off, as if they had trained against it.

Practicalities
There's a lot of math, but other than the circumstantial modifiers, they're based on the skill levels, so it should be easy enough to just add a look-up table to Hazou's character sheet that automatically updates as he trains in his skills. The table would list his effective Diplomacy and Deception for each kind of social opponent he could roll against.

For changes to XP expenditure, an Iron Nerve user with the minimum pre-reqs of 18 in Diplomacy and Deception (and no other points anywhere) will spend 510 XP getting RINNS up to the point where they are not taking maluses from the skill anymore. From there, getting to the cap bonus of +6 takes a little more XP than increasing both Deception and Diplomacy to 24, leaving the user at 561 XP in the hole. At that point, the relative XP costs turn a corner. Getting from effective 24 to 30 costs the RINNS user about 100 XP less than leveling both main skills fully. At around skill 42, the RINNS user breaks even, and by 60, the RINNS user has saved a total of 734 XP. (Effective skill 90, for those S-Class social skill users out there, takes 3144 less XP with RINNS than without.)

Normal Kurosawa will start less in the hole than the above numbers because they will already have points in Wits for other skills, and will generally have more than the minimum socials, requiring less Composure leveling. Also, since they generally learn RINNS first, they find themselves much better placed to learn Sealing or MedKnow, and will also have a smaller marginal cost across most of the basic ninja skills because of the Wits synergies.

Hazou, in addition to having some points in Wits and above pre-req Deception, already has the Int to reach RINNS 40. Once he meets the Diplomacy 18 pre-req, he would need 352 more XP to remove all malus dice from RINNS. He would then break even at effective skill 39 in each. Skill 60 would save him net 1062 XP.

Also, not that RINNS is less efficient when specializing in one or the other skill. For instance, if you want to keep one skill at half the level of the other, you don't break even on XP until between effective skill 50 and 60 in the primary social skill.
 
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Good work @Sleeps Furiously but we'd need to rescue Hana before we could even begin to start on it, and we kinda need the immediate diplomacy boost for the upcoming encounters.

Speaking of which, is now a good time to slam all our XP into diplomacy, or should we try developing a skill and slam all our XP into that?
 
I guess I'll throw my hat into the Iron Nerve Social Skill ring...

Iron Body Language
Iron Nerve, Manipulation*2, Wits*2
  • Add each level of IBL to both Diplomacy and Deception.
  • Cannot add more dice to a skill than that skill's level, allowing Hazou to double his normal social skills at most.
  • Hazou never makes involuntary reactions that betray his emotions once he has a level in this skill.
  • Until either Hazou reaches IBL level 10, or finds a teacher, IBL cannot be trained in the normal way. Instead, to increase IBL level, Hazou must spend his training/research timeslot researching the new IBL level using Presence+Composure as the number of research dice. Once he suceeds in his research, Hazou must still pay XP for the level, as usual.
 
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So, just a thought, not really applying to the next update - what do you think Kagome might think about making a cookbook themed around using ingredients found in the wild along with the Akemichi? I think it might be quite popular with ninja who go on extended field deployments, and it might be an activity that would get Kagome a friend or two outside of the team (which would be healthy for him).
 
Scenes I would like to see in the next update
  • Kei and shikamaru having a date at the library
  • Ino and Hazō having a shopping day. Since we are going to be a clan can't dress like missing nin. Ino understands the leaf fashion scene.
  • Noburi reconnecting with his mentor kabouto. Who is totally trustworthy
 
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So, just a thought, not really applying to the next update - what do you think Kagome might think about making a cookbook themed around using ingredients found in the wild along with the Akemichi? I think it might be quite popular with ninja who go on extended field deployments, and it might be an activity that would get Kagome a friend or two outside of the team (which would be healthy for him).
He would probably slip poisons (not-so) subtly into the recipes to kill the Akimichi off.
 
So, just a thought, not really applying to the next update - what do you think Kagome might think about making a cookbook themed around using ingredients found in the wild along with the Akemichi? I think it might be quite popular with ninja who go on extended field deployments, and it might be an activity that would get Kagome a friend or two outside of the team (which would be healthy for him).
"Cooking recipes? COOKING RECIPES? I'm not telling the stinkers what ingredients I use, they'll poison the stuff and then sell the book to everyone so that when they need to get treated they -"

"get lupchanzen stuck to their ears. We get it, sensei."
 
He would probably slip poisons (not-so) subtly into the recipes to kill the Akimichi off.

Kagome may be paranoid and seem crazy sometimes, but I don't think he'd be that stupid.

"Cooking recipes? COOKING RECIPES? I'm not telling the stinkers what ingredients I use, they'll poison the stuff and then sell the book to everyone so that when they need to get treated they -"

"get lupchanzen stuck to their ears. We get it, sensei."

Nah, just tell him that the Akimichi themselves will probably be more than happy to taste test recipes as they're being made. Plus how would they even poison every wild ingredient? And if they were working for the lupchanzen conspiracy in such a manner, they'd already have done that with all their other best selling cook books.
 
Lets focus on commentary and plans that work with our situation (Akimichi cookbook teamup), not focus on ways that the quest should've Game Overed when we decided to go to Leaf (poison cookbook, self-inflicted seal farm) . It seems a bit more productive.
 
Family Dinner Subplan

  • If we're a clan or soon-to-be clan, aren't we supposed to be having dinner together every night?
  • Have Mari-sensei invite Jiraiya to dinner.
    • If his godson is in town, invite him and his team as well.
  • If Jiraiya objects.
    • I don't have time. Point out that it will only take thirty minutes of his time, every night.
    • I can't make it this evening. Expect him to make the effort nonetheless.
      • Unless it's a mission or emergency.

Improve my family dinner subplan.
 
-=PlanBot=-

Voting ends on Wednesday, April the 12th​ at 11:00 AM (UTC), in 37.6 hours.
Vote Count said:
[] Action Plan : Meet and Greet
Votes: 5

Total Voters: 5

Current Plan Modules said:
Module: Family Dinner Subplan
Author: @Vecht
# Approvals: 0

Contributors: 1
Current PlanBot Data
(Data from Page 2085, PostId 8257532)
 
"In that case, tomorrow morning we'll talk to Jiraiya about setting up a meeting."
I'm getting a pretty damn strong hint here that we're supposed to be doing the Shikaku negotiations yesterday. Should we have that in Plan Meet and Greet, or should we create a new plan where that's the first thing we do?
 
So how does everyone feel with regards to adoption or marriage for Kei into the Nara? I personally for her marrying shikamaru. Any thing less than a clan heir is a slight to Kei

Also if we do go down marriage route we should include a non mogonamy clause in respect to our clans traditions
 
So how does everyone feel with regards to adoption or marriage for Kei into the Nara? I personally for her marrying shikamaru. Any thing less than a clan heir is a slight to Kei

Also if we do go down marriage route we should include a non mogonamy clause in respect to our clans traditions

What clans tradition? Non-monogamy or monogamy is only between Keiko and her chosen partner. We're only here to back her up regardless of the decisions she make.
 
I would rather she be adopted so that she can pursue whom ever she wants romantically, and that Keiko is not sequestered away from us again like she was in VHitM. I value Keiko as a friend and would like to have her around to work with and talk to. We will however loose the ability to directly influence what skills she trains if she goes away from the group like this, but I hardly vote for training plans in any case.
 
What clans tradition? Non-monogamy or monogamy is only between Keiko and her chosen partner. We're only here to back her up regardless of the decisions she make.

Jiriyia and Mari agreed to non monogamy so we can start a tradition there. I bring it up so Kei is not expected have to hide her preference for ladies
 
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