Voting is open
Because I'm not in the mood to program right now I decided to do something else productive.

Name: Panchow's Greasous Spray
Attr: Control * 3, Stamina * 4
Chakra Cost: 10. It is boostable.
Action: Combat. No sustain.
Details:

The first level of this technique costs 15 XP to learn; those past that cost the normal amount (2, 3, 4, etc).

This technique was developed by a sustainment specialist with their line of work for inspiration. It expels a spray of slippery fluid that coats an area of radius approximately 13 + 2 meters per level in the stuff, to a maximum range of 20 + 4 per level meters. In spite of what it was based off of, this 'grease' is not actually flammable -- in fact, it's mildly flame-retardant, but it only lasts about ten (+1 per level) minutes before dissipating into nothing.

Those crossing the area take a penalty of -(4 + 1/3 level) to Tac Move. Alternately, a use of it may, if appropriately contained for use (ie in a barrel, bucket, etc.) be used to coat a person. This penalizes taijutsu (and certain techniques) against the user by -(2+1/5 level).

---

Name: Panacea's Curative Charge
Attr: Medical Ninjutsu * 2, Int * 3, Wits * 3
Chakra Cost: 20 + 3 per minute. Not boostable.
Action: Combat; Quick sustain (past the first round)
Details:

This technique is intended to be used premptively, filling the target (which may be no further than 5 meters per level in distance from the user of this technique) with well-structured medical chakra. Upon the target being harmed, roll this technique's dice: If it lowers the class of energy by at least one, the injured party takes one less category of injury.

In example:

Noburi uses this technique (at level 5) on himself, and fails a combat roll by the following numbers: 1373 versus 1454. He would normally take an A-class injury, but this technique discharges itself and rolls 273, taking him over the threshold in which he would have gotten injured. Instead, he does not retain an injury, though he does not 'win' the combat roll either -- poison or other effects of success remain.

This technique tends to leave scars if the injury caused would have normally caused one through natural healing.

NB: This is a preemptive variant of Blood as Water Technique.

---

Name: Pandawa's Inebriating Touch
Attr: Control * 2, Wits * 3, Resolve * 3
Chakra Cost: 15. Boostable.
Action: Combat. No sustain.
Details:

Pandawa was an interesting guy. He always had a barrel of rum at his back and was halfway-to-wasted a solid 80% of the time. In spite of his quirks, though, he was a highly effective soldier in large part because of this technique.

This technique originally transferred to a touched target any nonliving foreign agents in the user's bloodstream, but upon pressure from the upper brass, Pandawa reworked it to pull from a nearby source of fluid instead; this can, of course, include the user's bloodstream, or those of any who submit to it nearby, but does not necessitate such.

As such, it can be used to get an opponent drunk or poisoned, or transfer the poison used against oneself. This technique may transfer up to [Level/2] in maluses from oneself or a nearby container, or [Level/3] in maluses from a cooperating individual to the touched target.

This technique's use may be disguised as an ordinary punch.

---

Name: Katon: Heat of the Forge/Quenching of the Forge
Attr: Control * 3, Stamina * 2
Chakra cost: 15
Action: Combat. No sustain (it follows the same line of techniquery as Elemental Mastery).
Details:

Primarily used by a small clan of Pangolin who do not eschew weapons as most do, this technique rapidly heats or cools the metal in an area equal to (1/3)*level in meters for level * 30 seconds at a maximum range of 15 meters + 3 per level. Even if the metal later leaves the area, they remain affected by the technique. It was originally created as a method to improve the effectiveness of their forges, but was quickly discovered to be useful in combat.

Those touching metal that is affected by this technique (in either direction) while unprotected take a penalty equal to 1/2 its level to all rolls, given the extreme pain it would cause.

Name: Regenerative Healing Technique
Attributes: Medical Ninjutsu * 1, Medical Knowledge * 2, Intelligence * 3
Chakra Cost: 40. It is boostable.
Action: Combat. No Sustain.
Details:

Developed as a measure to get soldiers back on the front as soon as possible in situations where they can't afford downtime to heal, this technique has significant drawbacks if overused. It is rolled toward the same targe tnumbers that Medical Ninjutsu normally is: If it succeeds, the user may heal A class injuries with an A or B class success or a B class injury with a C class success. Failing the roll has the same downsides as failing a medical ninjutsu roll normally would.

It is necesssary to retain the wound-healing timer, though: If the technique is used on them again within that period of time, after RHT * 3 hours, they regain the highest class of injury they had, but it takes months, rather than weeks, to heal. It is unknown how this occurs: It doesn't cause resumption of injury directly, but an intense malaise instead.

---

Name: Paanik's Unchecked Rolling
Attributes: Control * 3, Dexterity * 2, Stamina * 2
Chakra Cost: 15. It is boostable.
Action: Quick/Combat
Details:

Developed to combat confining techniques like Syrup Trap and Swamp of the Underworld, this technique surrounds the user's body in repelling chakra, not entirely dissimilarly to the water-walking technique. However, it allows the user to move through such effects with relative ease. If it is used on one's own turn, it takes up a quick action. If used reactively, it instead takes up the user's next combat action.

If used on one's own turn, it allows the user to roll again against whatever confining effect with the addition of PUR level. If used reactively, simply add PUR dice to whatever roll you would make; it does not provide a reroll in that case.

---

Name: Noburi's Medical Mist
Attributes: Medical Ninjutsu * 2, Vampiric Dew * 1
Chakra Cost: Variant.
Action: Variant
Details:

Upon Hazou's suggestion, Noburi worked to apply Medical Ninjutsu through his bloodline's abilities. He was reticent to use it directly to kill, but Medical Ninjutsu was useful for much more than that.

While within mist or fog, or on waterwalking with someone within the range of Vampiric Dew's effects, Noburi may utilize Medical Ninjutsu Techniques at range on them to a maximum of Medical Mist * 0.8. if someone is instead immersed within water completely, or stationary atop it (via waterwalking), he may utilize it to a maximum of Medical Mist. This uses the same action type and chakra cost as the technique would normally use. It may be chakra boosted if the technique normally would be able to.

Additionally, this technique may be used to apply a penalty of -(1/2)Medical Mist level in dice to those within its area as a combat action as part of focused effort to harm someone with Medical Chakra. While it would normally be the work of a moment to kill someone with medical ninjutsu, someone actively fighting it and the distance makes it difficult to do. That, and Noburi hasn't tried very hard to. This use of it takes 30 chakra, and may not be chakra boosted.

@eaglejarl @Velorien @OliWhail

If any other players have questions or balance concerns with regards to these I'll be happy to address them.
 
One thing I'd like to note is that gaining intel about the exam is not only a solveable puzzle, but one that most ninja involved are expected to be able to complete. Sure, some will get weeded out by OPSEC failures or failing to find intel, but at the end of the day this first challenge is meant to get us to other challenges where presumably the majority of the culling will take place.

So with that in mind, we should not place high probability on the challenge being built in a way that requires extraordinary actions to succeed. Things like 'mess with the proctors and try to gain intel from them', for example, is not a thing most of these ninja will seriously attempt, and as such I do not think such an act would be required because it would disqualify too many ninja who did not attempt that.

The presence of de facto alliances does change this, however, given that someone like Hinata is in a perfect position to gain the intel and would then presumably share it with the rest of the Leaf teams, so out of the ordinary actions are a bit less unlikely since you only need like a 10% success rate instead of a 90% success rate, but the idea remains that this is a challenge aimed at the Sakuras and the Shinos of the world, so our standard level of paranoia may suffice. At the very least, we should frame our thoughts around what Mist would do to make an adequate challenge for someone like Tenten rather than the absolute most convoluted and tricksy ways they could have gone about this.
 
Last edited:
@eaglejarl please please please have mercy on us if you're going to ignore a Lore Update and give us IC action to use jutsu we (the hivemind) don't know we have RN.

[X] Action Plan: Scramble One
  • Set up before we're split up.
    • As individuals:
      • Hazou:
        • Activates Earth Release: Living Roots.
        • Tracks movements of proctors and other examinees.
        • Tries to figure out where the codeword is being exchanged (is it consistent?).
        • Tries to figure out where the examinees move to.
      • Noburi:
        • Activates the Pangolin Telepathy Jutsu.
        • Sets up communication between the team.
        • Gives a bit of chakra to sustain Hazou/Keiko.
      • Keiko:
        • Prepares to summon her Stealth Pangolin.
          • When she's called and receives her codeword, she summons it.
        • Stealth Pangolin follows proctors and/or examinees to gather information (IC determined by nature of codeword/test).
        • Considers the nature of the test plus the information Hazou has acquired via Living Roots, tries to figure out where the second exam could be.
    • As a team:
      • Carefully maneuver towards allied Rookie teams.
      • Offer exchange of information regarding proctors, other examinees, and/or testing location and or the trick to this test.
  • Split up and regroup.
    • When we're separated, continue communications via telepathy jutsu.
    • When we get our briefing and codewords, transmit them as appropriate.
Not going to update, this is a shit action plan anyway.
 
Last edited:
@OliWhail @eaglejarl
Pangolin poison scales
Control*2 stamina*2
Cost 50 cp per hours
The pangolin tribe are close combat fighters who win there battles through attrition. Pangolin poison scales causes the user's body to be coated in a paralytic material. Every time an enemy engages in close range combat rolls they suffer a penalty on there physical skills equal to 10*Pangolin poison scales. This penalty last for 1 minute per level of pangolin poison scales. These penalties stack

Crashing wave technique: water elemental
(control*1 wits*3 100 CP per 8 hours)
You become as relentless as the ocean. The next time you roll initiative add 1/3 crashing waves to the number of dice you would roll
 
[X] Action Plan: Scramble One

This actually isn't a bad plan, and two of the QMs noted they'd be lenient with us due to us not having as much time to plan with the full info as we usually do.
 
[] Training Plan Hazou: Chakra Catch-Up
Capacity 12 [46]
Regen 8 [67]
Tac Move 25e28 [92]


Save 22 XP
[] Training Plan Keiko: Regen Catch-up
Regen 10 [40]

Save 19.6 XP

[] Training Noburi: Tac Move Catch-up
Dex 8 [16]
Tac Move 22 [38]

Save 21 XP
e:
[] Training Akane: Chakra Catch-Up/Combat Monster
Strength 11 [CXP: 22]
Regen 8 [26]
Capacity 12 [72]
Stamina 11 [94]
Strength 12 [118]

Save 1.2 CXP
Save 28 XP

[] Training Akane: Chakra Catch-Up/Mobility +
Strength 11 [CXP: 22]
Regen 8 [26]
Capacity 12 [72]
Tac Move 32 [135]

Save 1.2 CXP
Save 11 XP

[] Training Akane: Chakra Catch-Up/Awareness +
Strength 11 [CXP: 22]
Regen 8 [26]
Capacity 12 [72]
Resolve 5 [82]
Wits 8 [98]
Awareness 22 [141]

Save 1.2 CXP
Save 5 XP

The basis for some training plans
 
[X] Action Plan: Scramble One
This actually isn't a bad plan, and two of the QMs noted they'd be lenient with us due to us not having as much time to plan with the full info as we usually do.

Agreed. We've talked before about how long, thorough plans are a thing we adopted but did fine without for a long time. Undoubtedly with more time we could improve the plan, but as-is it covers our bases properly.
 
Last edited:
So, anyone wanna talk about Training plans or shall I go ahead and put a bunch of points in Underwater Basketweaving? We are in Mist, after all :p
 
it's pretty much certain you'll have the telepathy jutsu, we're just wrangling about exact mechanics.
Perfect. That (knowing that we have a telepathy jutsu) was the main piece of information relevant to plan making in this context - since we can now communicate without risk of being overheard.

Hazou:
  • Activates Earth Release: Living Roots.
  • Tracks movements of proctors and other examinees.
  • Tries to figure out where the codeword is being exchanged (is it consistent?).
  • Tries to figure out where the examinees move to.
I disagree with this. Given that a sensor expert with years of training can't use their senses to sense a mile or two out, I highly doubt we'll get that sensing ability off of 1 XP spent on a normal earth jutsu. I expect this to just waste chakra, so am generally opposed to it.

As a team:
  • Carefully maneuver towards allied Rookie teams.
  • Offer exchange of information regarding proctors, other examinees, and/or testing location and or the trick to this test.
I'd prefer to get one of us to the edges of the genin-pile since that seems to be where the proctors are grabbing genin from, and there appears to be an advantage in getting your word earlier rather than later. Since you don't want to edit, I'll post it with my suggestions here:

[X] Action Plan: Divide and Conquer
The purpose of this plan is to have each of our team members (Noburi, Keiko, and Hazou) take a different tact to gathering information while secretly communicating with each other via telepathy. Hazou will attempt to get picked as soon as possible by the proctors, Noburi will manage communication within and without the team - gathering info from other genin (especially Leaf-nin) and laying the groundwork for future deals (especially with non-Leaf-nin), and Keiko will (eventually) summon a stealth specced Pangolin to find where, when, and what the second event is. Whenever using Pantokrator's Communion, attempt to hide it as something else, or do it without attracting attention - we don't want anyone outside of clan Gōketsu to know about it.
  • Ideas for hiding PC:
    • Checking ninja equipment (and hiding hand seals)
    • Covering a sneeze (and hiding hand seals)
    • Avoid looking at whomever we're talking to/with
    • Mask expressions
    • Interrupt thought messages over physical conversations (i.e. focus on what non-Gōketsu can see)
    • Minimize usage
  • Set up before we're split up, ideally over Pantokrator's Communion.
    • Hazou:
      • Works his way towards the edge of the genin and attempts to get picked by an examiner relatively soon. Don't go over the top though, just do what the genin who have been getting picked have been doing.
      • Make sure area proctor takes us to is secured before receiving word - inspect their work
        • Add an air dome for sound-proofing if not already sound-proofed
        • Walk around and use Living Roots to check for strange things in the ground (i.e. sensors)
      • Memorize and put in a storage seal any evidence of our information (e.g. paper with writing if there's a paper involved)
      • After getting secret from proctor, see if we can get any additional information from them i.e. where the other genin have gone
      • If there's a chance Hazou can report back to Noburi and Keiko with intel, do so via the following:
        • Infuse Tunneller's Friends (5) and start them absorbing
        • Run relatively close back to the genin
        • Right before within eyesight, use Hiding Like a Mole to get the rest of the way there (and use Tunneller's Friends to not die and remain entirely underground)
        • Use Living Roots to identify Noburi and Keiko (have set up an identification pattern if necessary to compensate for Hazou's low Living Roots levels)
        • Tell them everything Hazou went through with the proctor
      • Begin scouting (specifics depend on what happens prior to this)
        • If there's an obvious lead follow that
        • If there's no obvious lead, begin looking for the other genin, possibly start at Amatetsu's. If feasible, henge into a less obvious shape/person.
    • Noburi:
      • Sets up communication with the team - open a channel long enough to discuss and revise the plan, then sporadically check in and provide updates. Have a location underground that Hazou agrees to return to if he can get back to them after his meeting with the proctor. Don't spend more than 30 CP on plan setup, and have check ins every ~5 minutes (20-40 CP/hour).
      • Uses diplomacy to interact with other genin (Leaf and non-Leaf), trying to see if anyone has a better idea of what'll happen next. Be amiable, establishing himself as a friend. Don't give away information.
      • Floats the idea of sharing storage seals for information with genin outside of Leaf, see if any people are responsive.
      • Touch base with Hinata and Shino to see what insight they have on where the proctors are going (e.g. heading towards the same location, going to different locations, amount of time spend per genin)
      • Attempt to contact Jiraiya via Pangolin's Communion (if within current range) and ask about the upcoming tasks.
    • Keiko:
      • Briefly compare notes with Shikamaru if she thinks it appropriate
      • Prepares to summon her Stealth Pangolin.
        • When she's called and receives her codeword, after she reaches somewhere alone (not in front of the proctor) she summons it.
      • Stealth Pangolin follows proctors and/or examinees to gather information (IC determined by nature of codeword/test/information gathered by Hazou and Noburi).
      • Considers the nature of the test plus the information gathered by Hazou and Noburi, tries to figure out where when and what the second exam could be.
      • Generally process information Hazou and Noburi gather.
      • Observe potential information sources identified by Noburi and see if she can gather any intel on them for better bargaining in the future.
        • e.g. what other genin they talk to, what village they are from, if they shared Noburi's proposal with others
  • Split up and regroup.
    • When we're separated, establish checkins
    • Update individual plans based on new information gathered.
    • In case of no new information, plan on meeting up at Amatetsu's
 
Last edited:
Voting is open
Back
Top