Voting is over.


Action Plan: Akatsuki Rising is victorious.

(If we sleep in a Skytower) Wake up to watch the sunrise with Akane.
  • @Velorien Please please please write this scene, it'll be beautiful.

That moment will almost be beautiful, and then someone will ruin it. 5 ryo on that person being Minami.

Edit: I can also see the possibility of Hazo being the one to ruin it, but... let's just blame the outsider.
 
Last edited:
Wooo! Hot damn look at that everything.

That moment will almost be beautiful, and then someone will ruin it. 5 ryo on that person being Minami.

Edit: I can also see the possibility of Hazo being the one to ruin it, but... let's just blame the outsider.
How do you even mess up watching sunrise with a sweetheart?
Wait no don't tell me.
 
Last edited:
Akane now has 30 TacMov; Hazou, Kei, and Noburi each have 21. (Recall, as per character sheet, TacMov determines speed of travel, making extremely pertinent.) We also have a nonneglible amount of unspent xp.

I will again request a function that maps amount of travelling to amount we can level. (Precedent, context of precedent.)

Also, I can't find an explicit relation between TacMov level and speed of travel between QM rulings, player doc, and player rules doc, although I recall @faflec doing calculations when we were heading to Leaf most recently.
 
Which of course, becomes 50 TacMov with the +20 from skywalkers.

Giving her a 50/50 chance to dodge minimum-jonin attacks.
So, if Akane fights a taijutsu jounin, she just dies, because her special ability only works if she's got more Strength and Stamina, and her opponent will have more.

If she fights a weapons spec jounin in close quarters, then she just dies, because her special ability only works if she's got more Strength and Stamina, and hers are level 9 and a jounin will have level 10 for weapons 50

If she fights a long ranged ninjutsu specialist, then she probably dies, since she'd need to close range, which I don't *think* she gets the full +20 tac move to, and regardless, it only gives her a 50/50 chance of being able to close range if they're not a particularly good jounin. If somehow she manages to engage in close quarters combat against a ninjutsu specialist, then she probably still doesn't get a bonus because they've probably got reasonable Stamina for awareness, meaning that her bonus won't matter and she'll die rolling 36 dice against 50.
 
So, if Akane fights a taijutsu jounin, she just dies, because her special ability only works if she's got more Strength and Stamina, and her opponent will have more.

If she fights a weapons spec jounin in close quarters, then she just dies, because her special ability only works if she's got more Strength and Stamina, and hers are level 9 and a jounin will have level 10 for weapons 50

If she fights a long ranged ninjutsu specialist, then she probably dies, since she'd need to close range, which I don't *think* she gets the full +20 tac move to, and regardless, it only gives her a 50/50 chance of being able to close range if they're not a particularly good jounin. If somehow she manages to engage in close quarters combat against a ninjutsu specialist, then she probably still doesn't get a bonus because they've probably got reasonable Stamina for awareness, meaning that her bonus won't matter and she'll die rolling 36 dice against 50.
She requires very little XP before her skill level starts shooting through the roof with her fighting style. 132 XP to Strength/Stam 12 which'd get her 6 dice against a weapons-jounin.
 
On the note of making Tac Move useful:

May I propose the ruling that one cannot use weapons (for throwing weapons, that is, not kenjutsu or the like) skill in melee offensively? You still roll the dice, but even if you win you simply don't take damage.
 
So, if Akane fights a taijutsu jounin, she just dies, because her special ability only works if she's got more Strength and Stamina, and her opponent will have more.

If she fights a weapons spec jounin in close quarters, then she just dies, because her special ability only works if she's got more Strength and Stamina, and hers are level 9 and a jounin will have level 10 for weapons 50

If she fights a long ranged ninjutsu specialist, then she probably dies, since she'd need to close range, which I don't *think* she gets the full +20 tac move to, and regardless, it only gives her a 50/50 chance of being able to close range if they're not a particularly good jounin. If somehow she manages to engage in close quarters combat against a ninjutsu specialist, then she probably still doesn't get a bonus because they've probably got reasonable Stamina for awareness, meaning that her bonus won't matter and she'll die rolling 36 dice against 50.

Changing the distance isn't the only thing you can do with TacMov. You can also use it to dodge, instead of attacking/defending with your combat skill.

Which means against a taijutsu spec jonin, she rolls 50 TM vs 50 Taijutsu and has a 50% chance to successfully dodge. Same for a weapons spec jonin. Same for a ninjutsu jonin.

So long as she's dodging instead of attack/defending, her dice make the cut.
 
Changing the distance isn't the only thing you can do with TacMov. You can also use it to dodge, instead of attacking/defending with your combat skill.

Which means against a taijutsu spec jonin, she rolls 50 TM vs 50 Taijutsu and has a 50% chance to successfully dodge. Same for a weapons spec jonin. Same for a ninjutsu jonin.

So long as she's dodging instead of attack/defending, her dice make the cut.
'Course, that means no MC bonuses. And if the jounin chakra boosts she's fucked.
 
Changing the distance isn't the only thing you can do with TacMov. You can also use it to dodge, instead of attacking/defending with your combat skill.

Which means against a taijutsu spec jonin, she rolls 50 TM vs 50 Taijutsu and has a 50% chance to successfully dodge. Same for a weapons spec jonin. Same for a ninjutsu jonin.

So long as she's dodging instead of attack/defending, her dice make the cut.

Also she can tank two hits. And every second they are trying to hit her means they are loosing chakra to Noburi
 
On the note of making Tac Move useful:

May I propose the ruling that one cannot use weapons (for throwing weapons, that is, not kenjutsu or the like) skill in melee offensively? You still roll the dice, but even if you win you simply don't take damage.
Well, if my proposed changes go through then Weapons at melee range all get rolled into Taijutsu anyway, so eh. It's a workable patch for the current system, but it's far from optimal.
 
Well, if my proposed changes go through then Weapons at melee range all get rolled into Taijutsu anyway, so eh. It's a workable patch for the current system, but it's far from optimal.
It sounds optimal to me? I mean, I don't expect an expert at throwing weapons to be able to ignore someone being in their face, but I also don't expect them to instantly die if they're in melee with a taijutsu expert.
 
  • Excessive shivering (sunrises are cold yo, especially at high altitude)
    • Fail to see the problem
  • Noisy kids running around, blocking the sun and making a racket
    • We can just throw Noburi off the edge
  • Weather
    • Above the cloud line?
  • Talking too much
    • Again, we can just throw Noburi off the edge
  • Awkward thirdwheeling
    • A problem that is only a problem with insufficient shipping
  • Trying to make it a training exercise
    • Fail to see the problem
  • Chakra beasts
    • A problem that is only a problem with insufficient explosions
 
Back
Top