With the weakness of not having the proper seals in place (i.e., less chakra for a fight).

And? The whole point of using it is to be stealthy so we don't get into a fight in the first place. We can either use the sneaky method of water carrying and decrease our chances of being recognized at the cost of less combat effectiveness, or we can have Noburi carry his barrel out in the open and risk recognition and increase our chances of actually getting into combat.
 
Marked For Death is sometimes hard to get into because of its mechanics. They're excellent (and I stole them for a tabletop RPG session recently), but they aren't exactly simple.
Ignoring your other points, which I mostly agree with: What sort of game did you use them for? In my opinion, the MfD mechanics are very good at doing roughly half of what I want them to - they're good for showing a lot of competing paths to power, with short, simple, murderously decisive fights, but most of the skill-synergies are in the Attribute costs, and Ninjutsu Generalists are still really, really underpowered.

[tangent]Speaking of which, I just had another idea for that. Ninjutsu iteration! Each jutsu has a fairly low maximum level, but they each have a dice-multiplier at around the same level as their chakra cost. Genin and Jounin would both have a primary combat jutsu for a given range at 10, but because the Jonin can reasonably spend 50 CP per shot, Water Dragon Bullet has 50ish combat dice. (And the basic Water Bullet has 10.)
Ninjutsu specialists would then operate under a different paradigm. Instead of trying to control the range, they try to control the element matchups. A single-element specialist would stomp a non-ninjutsu spec of the same level, but they lose to even an underlevelled nin-spec with their predator element.
(Which in turn makes Jiraiya the strongest 'conventional' ninja in the world, although we all know Orochimaru has probably become an OCP. It's what I'd do.)[/tangent]
Anyway, what setting were you using?
 
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And? The whole point of using it is to be stealthy so we don't get into a fight in the first place. We can either use the sneaky method of water carrying and decrease our chances of being recognized at the cost of less combat effectiveness, or we can have Noburi carry his barrel out in the open and risk recognition and increase our chances of actually getting into combat.
Oh nononono I was just pointing out the weakness of doing so, namely that Noburi won't be of as much use in a fight. There's an argument to be made that, if Noburi ends up with 1 CP if he uses the sneaky-method, whether or not we should bring him to town at all since he'll be as useful as a civilian.
 
Because here is a plan, a proper one, and it was kinda ignored. Which is bad. Was I to make a plan that is ignored like that, I'll just drop planning overall. Responding to stuff like that is important.
Red highlights what I consider to be wrong.
Blue is for the rest of commentary.



Guys/girls/Zabuza, need your help.
Any instances of our plans that were ignored or vetoed by our team? Quotes or pointing out to specific parts of the story would be especially appreciated.
Well, You pointed out many things that i agree i might've interpreted wrong.

But i do have a couple of points i'd like to throw back :

In Keiko Section:

Yes, i want her to make her own plans, because it means she will develop her Frozen Skein, get used to frequent usage without getting that influenced, AND lets the QM's a way to say to us "Yeah, that's a bad, bad plan." through Keiko.

The other part about OPSEC in Keiko - I meant to say that since KEIKO knew that we breached OPSEC, she should've reacted then and there. The other half was to give a reason to let the actual discussion actually go forward - As in, It's no longer a Secret, because we(Hazou) gave it out. We can discuss it right now, and dodge a potential Kagome-Killing incident.

In Akane Section:
Yeah, the jewelery question leads somewhere, but since i have no idea when Akane has her birthday, i couldn't have pushed the question to a conclusion.
I kinda hoped to get to know if giving her jevelery wouldn't simply turn out in complete 'miss' in our relationship. . . It's a ninja world, and she's more used to fighting. Giving her jewelery without use might be an unfortunate but actual misinterpretation of a person, lack of knowledge and - in ninja community - Might be an overall worse gift than, lets say. . . a safety-bubble seal or the thing kagome gave her - The boom-boom ring.
The "voices in head" speech to Akane was supposed to advance or completely destroy the relationship between Akane, as in - Showing enough trust to reveal something to her that we didn't to anyone else.
 
The other part about OPSEC in Keiko - I meant to say that since KEIKO knew that we breached OPSEC, she should've reacted then and there. The other half was to give a reason to let the actual discussion actually go forward - As in, It's no longer a Secret, because we(Hazou) gave it out. We can discuss it right now, and dodge a potential Kagome-Killing incident.
Okay, yes. Actually a very good idea. I still don't know why didn't they just do it in the first place.
Though it could be good to develop a secret signal that would tell "you just disclosed a secret of ours"- they could have wanted to maneuver around Minami without her knowing the value of knowledge she just gained.
Yes, i want her to make her own plans, because it means she will develop her Frozen Skein, get used to frequent usage without getting that influenced, AND lets the QM's a way to say to us "Yeah, that's a bad, bad plan." through Keiko.
So you mean- make own plans, so that she'll have more plans to analyze using her Frozen Skein? Okay, I don't see that as being the main reason for it (if anything, making own plans goes against her bloodline), but I agree with plan making.
Frozen Skein is already called "QMs mouthpiece". She already has a way of saying that a plan is terrible. Do you wish to say that she'll be able to make a plan similar to Hazou's and then call that terrible? You'll have to elaborate here.

Yeah, the jewelery question leads somewhere, but since i have no idea when Akane has her birthday, i couldn't have pushed the question to a conclusion.
Birthdays are contained within in-character knowledge document.
The "voices in head" speech to Akane was supposed to advance or completely destroy the relationship between Akane, as in - Showing enough trust to reveal something to her that we didn't to anyone else.
Not sure if middle of the mission right after a near fatal accident which was largely our fault is a good moment to come out with that "make or break" moment.

I kinda hoped to get to know if giving her jevelery wouldn't simply turn out in complete 'miss' in our relationship. . . It's a ninja world, and she's more used to fighting. Giving her jewelery without use might be an unfortunate but actual misinterpretation of a person, lack of knowledge and - in ninja community - Might be an overall worse gift than, lets say. . . a safety-bubble seal or the thing kagome gave her - The boom-boom ring.
First birthday present to Mari was a necklace. It was gifted by everyone in the team. It was very pretty, symbolic and served no function whatsoever.
Let's not forget the awesome sculpture Kagome gave of Keiko riding a giant Pangolin.
Or that flowchart inscribed in rock tablet, given to Keiko by Hazou in memory of their unique communication methods.
(can't find the quotes, if anyone can find them, I'll be thankful)
Kagome handed over the scroll. Hazou pulled off the rings keeping the ends rolled up, and noticed they had slots for seals. He nodded at Kagome in silent acknowledgement before unrolling the scroll.

On it was an ink-wash painting of a man and a boy sitting together on a hill under an open sky, the man gesticulating, the boy taking notes. Below the sun was written 'belonging'.
Pretty much all presents have decorative function. It's not just functionality.
One of the birthday presents to Akane was a flute song.
Everyone froze as Hazou lifted the flute to his lips and blew a melody. It was simple and it stuttered in places, the way a young child would play, but it was sweet and bubbly like a forest creek. The night seemed to fall quiet as the silvery notes carried on the breeze.

It wasn't a long tune; soon enough it came to an end and Hazou set the flute aside. "Thank you, Akane," he said, looking his apprentice in the eyes. "You have helped make this team into a family through the power of your..."—he flicked a glance across the fire at Keiko, flashing her a teasing smile—"...happy personality. We may not always get along and we may annoy each other, but I'm told that that's normal for family."
What's the practical value of that? None. But it was a touching gift none the less. What matters is how personal the gift is.
We spent a long time with Akane. We know how she's like. And that pin?
Just as he was about to give up entirely, a small gleam of silver and red caught his eye in one of the display cases off to the side. It was a single blood-red stone, a little smaller than his pinky nail, carved in the shape of a flame and set in silver. Two additional stones, pale green and carved in the shape of leaves, were held alongside, suggesting the leaves of a flower.
It feels as youthful as Will of Fire itself.

Besides- if you have good gear, you give it now instead of after they die.
Gifts won't save anyone's lives, so it's okay to hold on to them till later.
And Kagome's explosive rings were practical, but they also were his secret of sorts. So no giving that straight away.
 
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Well, part of the reason that Marked For Death is hard to get into is its length. The Story-Only thread is a massive help to anyone wanting to binge, so don't delete it! You made a comment about a week ago where you seemed to be wondering why it existed when less than five people were reading it, but I don't think that deleting it is a good idea. How hard is it to keep it running?
It's an extra step that needs to be taken. And an extra thing that needs to be updated if/when I go back and fix tpyos and speeling errors, doubled words words, and other copyediting mistakes like bad or missing punctuation and run on sentences and things like that you know



But IMO what's really needed mechanics-wise is a doc where someone explains, step-by-step the way dice rolls work and a fight is run, with an example (this doc should be very visible on the first post). There's something like that in the google doc already, but it isn't immediately visible, doesn't contain everything and isn't very readable on mobile. I'm still not sure I understand it myself, and I often have trouble following the way the maths works in some of the excellent and thought-out posts that are surprisingly common in this great thread.
That would be great to have. Any interest in taking a stab at it? I know you said you still don't get it completely but (a) the easiest way to learn is by doing, (b) the QMs and others will happily answer questions to get you clarification, and (c) your learning process is likely to be useful to people in the thread now, just as your final document will be useful to people in the future.

However, Marked For Death's quality is in part due to its complexity. Dumbing it down too much doesn't seem like a good idea! The current group is already rather invested and the thread is active. Why take the risk to change it? Do you do this to like-farm? I think of this thread as a tabletop RPG run in play-by-post and not a quest, and tabletop RPGs (even in play-by-post) rarely have more than six or seven players at most.
Nah, if I wanted to like-farm I'd go over to the Politics forum and write something about Trump. That would be way easier than writing an MfD update and much more click-baity.

The reason it's an issue is because small communities are vulnerable communities. If @Cariyaga and @faflec had to leave for some reason (e.g. meatspace issues) then we would lose 20% of our posting speed, thereby dropping us off the front page most of the time, thereby attracting fewer players going forward. It's a negative spiral.

We'll put the barrel in storage and Noburi will use this instead.
Note that the barrel cannot be stored; it's got Wakahisa-family seals on it.

The other part about OPSEC in Keiko - I meant to say that since KEIKO knew that we breached OPSEC, she should've reacted then and there. The other half was to give a reason to let the actual discussion actually go forward - As in, It's no longer a Secret, because we(Hazou) gave it out. We can discuss it right now, and dodge a potential Kagome-Killing incident.
She could have, but one of the options she intended to bring up was "So, should we kill her? If so, how do we get away with it?" and she felt that might a conversation best had in private. There's also the question of "It's possible, albeit unlikely, that Minami didn't figure it out. Let's observe her for a couple days and see if she somehow didn't notice."
 
Ignoring your other points, which I mostly agree with: What sort of game did you use them for? In my opinion, the MfD mechanics are very good at doing roughly half of what I want them to - they're good for showing a lot of competing paths to power, with short, simple, murderously decisive fights, but most of the skill-synergies are in the Attribute costs, and Ninjutsu Generalists are still really, really underpowered.
Anyway, what setting were you using?
I ran a one-off adventure (2 other players, finished in about an afternoon) where I gave the players about 1.5 times as much XP as Keiko had at that point (so they were solid Chunin) and told them "give me your character concept, I'll make you a character and you'll have a week to read the rules and edit him". Ask me for ideas on Jutsu or combat styles, and I'll make rules for them. The PCs decided not to bother with too much back-and-forth creating jutsu (which I was thankful for, seeing as I'm not sure how to balance them) so we had a weapons user and a Stealth/social character.
The setting was basically the canon narutoverse, but on the first stages of descent into a final "Tippyverse" state (I've spent some time thinking about this, you see - I might make a short fic or a quest about it at some point, when I have more free time in meatspace) as several nations finally hit their tipping point and started becoming much more powerful than the others. They were tasked with a scouting mission that went south, and then had to somehow return home while in territory just being invaded/occupied by Sound (and as an objective of opportunity, had to try to find the secret of Sound's power and bring it back to their superiors if they could). It went well enough all things considered.
DISCLAIMER: I made a homemade system for range, mobility and injuries. I don't understand how to use the formula for dice in practice, so I ignored it. I made a bunch of minor bloodlines too for them to choose from, if you're interested.
FEEDBACK: I loved the XP system (even if it was mostly only used at chargen - and chargen was long, but fun for me who likes making characters with my players), the mass combat system, and the rules for clones and replacement.

@eaglejarl: I guess I could try that, yes. IRL time constraints means that it won't be before next week at least though. I'll get back to you on that if I can do it. No promises, but hope :)
 
That would be great to have. Any interest in taking a stab at it? I know you said you still don't get it completely but (a) the easiest way to learn is by doing, (b) the QMs and others will happily answer questions to get you clarification, and (c) your learning process is likely to be useful to people in the thread now, just as your final document will be useful to people in the future.
Hm.

Clarification: Does mass combat die work if one person can't affect part of a battle? For example, if Hazou (Taijutsu, short-ranged) fails to win TacMove against Mirai (Weapons, medium-ranged) but wins against Ken (ninjutsu, medium-ranged), does he still give multi-combat die to Keiko (Weapons, long-ranged) if Keiko wins TacMove against Mirai and Ken?
 
[polyamory proposal]
You speak as if you are confident that Hazō will be able to consistently achieve 1 romance point/partner/day. I think if romance points become a resource with game mechanics value, the onus will become on the hivemind to earn them (whereas so far Hazō has been doing so mostly on his own). That would be... interesting to watch.
 
You speak as if you are confident that Hazō will be able to consistently achieve 1 romance point/partner/day. I think if romance points become a resource with game mechanics value, the onus will become on the hivemind to earn them (whereas so far Hazō has been doing so mostly on his own). That would be... interesting to watch.
While it would be hilarious in some regards to see this turn into that kind of quest, plzno.

e: To be clear I have nothing against romance stories (or polyamory), that's just not why I follow this quest :p
 
While it would be hilarious in some regards to see this turn into that kind of quest, plzno.

e: To be clear I have nothing against romance stories (or polyamory), that's just not why I follow this quest :p
Goals for the next plan:
- Resolve important intra-party conflict before it escalates too far
- Progress with current ninja mission while managing risks and OPSEC, and acquiring intel
- Develop/further long-term plans with aid from teammates
- Accumulate/refine tools and resources to strengthen the team
- Successfully flirt with a seventeen-year-old girl
 
Goals for the next plan:
- Resolve important intra-party conflict before it escalates too far
- Progress with current ninja mission while managing risks and OPSEC, and acquiring intel
- Develop/further long-term plans with aid from teammates
- Accumulate/refine tools and resources to strengthen the team
- Successfully flirt with a seventeen-year-old girl
:rofl:

I'm perfectly able to appreciate good chemistry and adorable romance (nudges aside the 7 million words of Zootopia fanfic he's read since watching it a few months ago), doesn't mean that I want it represented mechanically! ...unless it's in the style of Persona.

e: Dammit now I want Persona/MfD crossover.

e2:
My best estimate:

Hazou: The Fool
Akane: The Sun
Mari: The Moon
Kagome: The Emperor
Keiko: The Hanged Man
Noburi: The Star
 
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:rofl:

I'm perfectly able to appreciate good chemistry and adorable romance (nudges aside the 7 million words of Zootopia fanfic he's read since watching it a few months ago), doesn't mean that I want it represented mechanically! ...unless it's in the style of Persona.

e: Dammit now I want Persona/MfD crossover.

e2:
My best estimate:

Hazou: The Fool
Akane: The Sun
Mari: The Moon
Kagome: The Emperor
Keiko: The Hanged Man
Noburi: The Star

Well, Hazou would become a mostly silent protag, so our OPSEC issues would vanish. Also, the VR is an isolated pocket dimension, perfect sealing lab! :p
 
By the way, @eaglejarl, @Velorien, @OliWhail, I've seen there's been some discussion of this story/quest eventually becoming sexually explicit. It's your story, I'm not going to try to tell you what to do, but please be aware that if and when you do choose to go that route, I'm going to drop out.
 
So Noburi and Kei will have about 50 ish exp to spend after we level stealth. What does everyone think we should spend that?
 
So Noburi and Kei will have about 50 ish exp to spend after we level stealth. What does everyone think we should spend that?
It seems to me like Noburi pretty much always ought to put a premium on leveling Vampiric Dew.

Since he can drain through mist, and since we have misterators, the higher he can get his Vampiric Dew level the more devastating he can be in combat, stealing lots and lots of enemy chakra and using it against the enemy.

I note that according to the spreadsheet, 25 more xp will level him in VD, but he's still got another 14 potential levels of growth there.

I think that the InfoSec error of informing Minami of VD makes emphasizing growth in VD even more important, as it maximizes the chance that he'll discover new aspects of it that can serve as unknown trump cards.

As for Keiko, her route to greatness seems to lie in her status as the Pangolin Summoner. To maximize her abilities in this area, she needs more chakra capacity. (She seems to have already maxed out her summoning level.) So, I think she should focus on leveling-up her chakra capacity, allowing herself to eventually summon more, and more powerful, pangolins.

Also, can we include as a regular part of plans that Hazo (at least) should be training physically and chakra-wise whenever it is safe to do so? If we include that, will we get extra XP to represent the benefits of his training?
 
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Ideally we get everyone's tac move to the point where they can dodge a jounin weapons specialist throwing explosives around. But that's gonna be a while yet.
 
Have any suggestions?
Pangolin's Reach
Capacity*3, Control*3
Chakra cost: ????

A variant of the Zephyr's Reach Technique, Pangolin's Reach compensates for its lack of fine control with an increase in power and speed. Users of this technique will find the ability to levitate larger (and heavier) objects and move them at greater speeds, albeit with a relative lack of finesse.

Users can lift ?*N kg of solid material and move it at speeds up to ?*N m/s.

I'm shit with numbers because I have no sense of scale. How heavy should the rocks Keiko can lift be, and how fast can they be moved? I'd imagine if she gets Chunin-level in the technique she should be able to move around rocks the size of buildings, at speeds enough to splat people. Or something.
 
I'm shit with numbers because I have no sense of scale. How heavy should the rocks Keiko can lift be, and how fast can they be moved? I'd imagine if she gets Chunin-level in the technique she should be able to move around rocks the size of buildings, at speeds enough to splat people. Or something.
I had the sudden mental image of Noburi filling an area with fog, Hazou using MEW, Akane severing the MEW from the ground with her rings, and Kei splatting everyonee inside
 
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