On that note: Hazou would have known about Noburi taking more chakra to use techniques than the rest of the team -- even accounting for having higher capacity, he can use less -- and yet he called the Wakahisa as a whole combat monsters. I am confused. My preference to resolve this would be 2x chakra cost instead of 3x, so that the Wakahisa get personal benefit from their bloodline, but it is still more efficient to give to others. @eaglejarl @Velorien @OliWhail

I believe their Capacity is x5, so they've got 50 Chakra for every 10 someone else has, while spending 30 Chakra for every 10 someone else would. They're still ahead, it's just that they get more power out of putting that 30 Chakra in three people (to use one 10-Chakra jutsu each) than spending it on a single 10-Chakra jutsu themselves.
 
I believe their Capacity is x5, so they've got 50 Chakra for every 10 someone else has, while spending 30 Chakra for every 10 someone else would. They're still ahead, it's just that they get more power out of putting that 30 Chakra in three people (to use one 10-Chakra jutsu each) than spending it on a single 10-Chakra jutsu themselves.
Yes, but compared to the last version of the rules (when they had twice as much chakra capacity as everyone else), they get less out of it. They would be equivalent at the point where they use 2.5x the chakra that everyone else does.
 
Initiative might play an important roll, high deception allies baiting the use of opponents's aspects before subbing out for heavy hitters before the aspects can get tagged.

System clarification - when someone uses one of their own Aspects, that gives them a bonus on the roll they're making right then. You can take actions to place Aspects on your opponents - and rotating who's fighting who can help counter that, if it's a tactic you're facing - but those aren't limited the same way personal Aspects are in FtD; you can just keep taking actions to put more on people.

Yes, but compared to the last version of the rules (when they had twice as much chakra capacity as everyone else), they get less out of it. They would be equivalent at the point where they use 2.5x the chakra that everyone else does.

Eh, they're at one and two-thirds of normal (5/3), I think that's enough of an edge to justify Hazou's response (especially since Drain is also a good combat trick, even without Mist Drain). Mostly the change is important because it means that generations of ninja haven't been failing to take advantage of their combat ability, because it's genuinely best for the group for them to give Chakra to other people instead of using it themselves. Noburi's just, y'know, young and a bit full of himself :p. Glib answers aside, for ninja operating on a larger scale than a cell of missing-nin, that kind of efficiency matters more, and your group isn't as hampered by having to protect one or two low-on-Chakra Wakahisa.
 
Eh, they're at one and two-thirds of normal (5/3), I think that's enough of an edge to justify Hazou's response (especially since Drain is also a good combat trick, even without Mist Drain). Mostly the change is important because it means that generations of ninja haven't been failing to take advantage of their combat ability, because it's genuinely best for the group for them to give Chakra to other people instead of using it themselves. Noburi's just, y'know, young and a bit full of himself :p. Glib answers aside, for ninja operating on a larger scale than a cell of missing-nin, that kind of efficiency matters more, and your group isn't as hampered by having to protect one or two low-on-Chakra Wakahisa.

But it already made sense for the given reasons: That support ninja have a much higher survival rate, leading to the clan's prominence in Mist. Additionally, even in the case that they had chakra cost:chakra reserves equivalency (or even mildly favorable, as I think best makes sense), it is still the case that it is more efficient to give chakra to other ninja.
 
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Noticed a potential exploit with Noburi's new chakra reserves. Noburi's clones wouldn't have to spend extra chakra on jutsu since his bloodline doesn't carry over. Not such a big impact combat-wise, but if this change was intended to make shadow clone less abusable by him, it probably doesn't work. Besides that, it's going to take me a while to understand how the new jutsu bonuses and chakra costs work.
Haven't discussed with the other QMs, but I wouldn't get too excited about this. The ability to store/retrieve chakra using water is the central feature of the Wakahisa Bloodline Limit. A shadow clone lacking the Bloodline Limit cannot store/retrieve chakra using water, and is thus limited to the chakra capacity of Noburi's own body, which is effectively 0.
 
Haven't discussed with the other QMs, but I wouldn't get too excited about this. The ability to store/retrieve chakra using water is the central feature of the Wakahisa Bloodline Limit. A shadow clone lacking the Bloodline Limit cannot store/retrieve chakra using water, and is thus limited to the chakra capacity of Noburi's own body, which is effectively 0.
Would not it be the same for Water Clones? I mean, it's never been shown that Noburi uses chakra water for them, and yet he clearly can use them, so...

e: And also, mechanically speaking, his clones would actually have a Chakra Reserves equal to 1/3 his, since we moved away from the system where Chakra Capacity and Chakra Control are separate.
 
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Would not it be the same for Water Clones? I mean, it's never been shown that Noburi uses chakra water for them, and yet he clearly can use them, so...
Elemental clones are imitations rather than copies of the user, with a standardised chakra system. Their skill levels represent what the user is able to impart to them rather than what they automatically get by virtue of being clones.

Rules said:
  • They have min(caster's Clone technique level, caster's skill levels / 3) in physical skills and jutsu
  • Their chakra pool is: (cost of summoning them + any extra the caster chooses to spend)
Chakra Reserves is not a physical skill. Even if it was, the clones' chakra reserves would be irrelevant to how much chakra they have.
 
@eaglejarl @Velorien @OliWhail If possible could we have an update regarding my questions from earlier? I don't wanna overload you guys but just want to know where things stand RN. For reference:
  • MEW and Vacuum Step currently do not gain anything from leveling them; was something overlooked or are we treating them as 1-XP jutsus now?
    • Also, what are the specs for MEW (how much granite do we get per cast)?
  • If possible, could we get an idea of what Keiko's current Summoning contracts cost (in CP)? And also, what Summons Keiko actually has? I recall:
    • Pandā: Anthropologist
    • Pankurashun: Combat Instructor
    • Panjandrum: Cook
    • Panchipāma: Naraka Rollers leader
    • Paneru: Engineer
    • Pandour: Courier
    • 5 Elite Pangolins:
      • Panashe: Infiltration
      • ???
  • What is our 5th Pangolin jutsu (that replaced Pangolin's Communion/telepathy jutsu)?
 
In the new system, how would a roll to disperse mist with explosives be handled?
It would be a Maneuver to remove an Aspect.

Are you saying that placing an aspect on an opponent for an ally to tag doesn't cost a fate point?
Correct. You can use your Standard action as an attack, a maneuver, a block, or a sprint. If you use it for a Maneuver then you make a normal opposed skill roll using whatever skill is appropriate -- for example, you could probably use either Physique or Taijutsu (your choice) to give someone the "Knocked Prone" Aspect. They would defend with an appropriate skill of their choice -- for this example Physique, Athletics, and Taijutsu would all be good candidates. If you win the roll then the maneuver is successful. You do no damag to them but they get an Aspect and you get a tag on that Aspect. A "tag" is a term of art meaning "the right to invoke an Aspect once without spending a Fate Point."

Tags expire at the end of the round after they are created -- if you create it on round 1, it expires at the end of round 2.

Tags can be passed to others if you wish. If you do, then they expire at the end of the round on which the person receives them. This essentially boils down to "whoever uses it has to do so on their next initiative."

It's not explicitly stated, but a tag can only be passed once. QMs might impose situational restrictions on to whom you can pass them -- you definitely can't pass them to someone who isn't present, for example.

An Aspect is normally persistent until at least the end of the fight. At QM juddgement it might be "fragile", meaning it expires at the end of the round or after being tagged / invoked once. An example of that might be "Knocked Prone". As long as an Aspect exists you can use it as many times as you can pay for via the initial tag and Fate Points.

I couldn't follow your letters and names so can't address your question there, but hopefully I've cleared it up.
 
@eaglejarl @Velorien @OliWhail If possible could we have an update regarding my questions from earlier? I don't wanna overload you guys but just want to know where things stand RN. For reference:
  • MEW and Vacuum Step currently do not gain anything from leveling them; was something overlooked or are we treating them as 1-XP jutsus now?
    • Also, what are the specs for MEW (how much granite do we get per cast)?
  • If possible, could we get an idea of what Keiko's current Summoning contracts cost (in CP)? And also, what Summons Keiko actually has? I recall:
    • Pandā: Anthropologist
    • Pankurashun: Combat Instructor
    • Panjandrum: Cook
    • Panchipāma: Naraka Rollers leader
    • Paneru: Engineer
    • Pandour: Courier
    • 5 Elite Pangolins:
      • Panashe: Infiltration
      • ???
  • What is our 5th Pangolin jutsu (that replaced Pangolin's Communion/telepathy jutsu)?
This ninja'd in while I was typing the previous one. Thanks for the nudge, we'll cover it as soon as possible.

If you have requests for the five elite pangolins we can factor it in. Otherwise my first thought would be to make them straight fighters -- you've already got a tactician and squad leader (Pankurashun), an engineer (Paneru), and a scout / spec ops expert (Panashe). Kagome has crypto covered so military force is the prime remaining need. That might include physical force and/or ninjutsu users.
 
I'm going to get started on the talky bits. Feel free to edit and incorporate into plans as you please.

1) Discuss the possibility of an attack with the whole group
We want to explain that an organized attack on the fort is a possibility, why this is so, and lead into a conversation about leadership and tactics. We'd also like to avoid seeming like we've manipulated the other teams into protecting us.
  • Briefly explain the political context: We're the newly founded clan of a recently chosen Hokage, taking the exam in a village we've defected from. Our exam performance is a matter of political importance, which makes us big targets for potentially everyone involved. Hazou being the Mizukage's nephew only adds to this. Do *not* mention or allude to Jiraiya's position being weaker than what it outwardly seems.
    • Can mention the fact that we've been the last team released into the swamp and having to deal with ambushes along the way as an example of what this means in practice.
  • Point out that tonight will be the first good opportunity for any potential enemies to attack; it might be the best one depending on what happens later in the exam. In the worst case scenario, said enemies may be fighting to maim or kill, and they are also likely to be more prepared and skilled than the exam average.
  • Concede that this is ultimately your team's problem. If anyone wants to back out and take their chances alone, you won't hold it against them. You want everyone to go into this with open eyes, because the danger is very real.
2) Leadership and planning talk
Given the possibility of combat against an organized enemy group, we'd like to plan our response, agree on some broad tactical principles, and pick a leader if possible. Try to engage the rest of the group and make this a collaborative process.
  • Explain the capabilities of the fort we've built and point out what types of attack it can still be vulnerable to.
    • poison gas and similar techniques
    • long range area denial
    • tunneling under the defenses
    • <more to be added here>
  • Review the teams' abilities and discuss how you can leverage them in combat <expand on this?>
  • Discuss basic tactics - when attacked, how much should we favor turtling vs striking out, and if we do strike out, how do we organize it?
  • Suggest that we pick a leader who will call the shots in the event of an attack < @eaglejarl @Velorien @OliWhail Cariyaga thought this was unusual for ninjas to do, so I'd appreciate a clarification, don't want Hazou to put foot in mouth>
    • propose Shikamaru as a first choice
    • if Neji doesn't like it, don't push hard and instead try to convince him to agree to a basic plan instead
    • if Shikamaru is accepted, follow his lead and let him control the rest of the conversation
    • <are we ok with Neji taking point? Assuming he'd even want to>
  • Set up watches, preferably multiple people per shift, stress for them to be very suspicious of anything unusual and err on the side of caution when sounding alarm
3) In-combat opsec talk with Noburi and Keiko
We want to impress upon our teammates that a situation may come up in which we might need to reveal bloodline secrets to allies for the sake of survival.
  • Bring up somebody attacking us using the Wakahisa mist drain as an example.
  • Stress that it's up to them what they want to reveal and when, and you're bringing it up because hesitating about this kind of thing in the middle of combat can be fatal to the whole team.
  • Tell them that you trust their judgement, and that if they feel like revealing some specific Iron Nerve secret is necessary, and can't ask your permission, then they have it implicitly

Did I miss anything?
 
Instead of citing specific instances where people would want to team up against our group, phrase it as a worst-case scenario everyone coordinating to attack the leaf contingent.
 
If you have requests for the five elite pangolins we can factor it in.

I would specifically like pangolins who use elements not possessed by humans. We know they have them because Pandaa wanted to know if we really only have five, but we don't know what they are. We do know that having more things that can't be replicated by other humans is good, though. So that's my first thought.

My second thought is "Wait! Straight fighters would be good, but how do we optimise the team?!", so to consider the things we already have covered to the best of my knowledge:
  • Medic: Noburi
  • Crypto: Kagome
  • Gear: Hazou, Kagome, Akane, purchase from pangolins/Leaf
  • Taijutsu: Hazou, Akane
  • Genjutsu: None
  • Traps: Akane, Kagome, Paneru
  • Stealth: Panashe
  • Ranged Weapons: Kei
  • Murderball: Panchipama, Pankurashun, Panjandrum
  • Suiton: Noburi
  • Doton: Hazou
  • Katon: Akane
  • Raiton: Kagome
  • Fuuton: Kei
  • Pangolin Elements: ???
  • Technique Hacking: None
  • Speed: Kei
  • Battlefield Control: Hazou, Noburi
  • Area Damage: Hazou, Kei, Akane, Kagome
  • Sensory: Hazou, Noburi, Kei
So! Places where we lack ability are coloured red, places where we could stand to improve by picking up an elite pangolin are coloured blue.

Some additional thoughts:
  • A medic wouldn't be terribly useful for actually healing us, presumably. However, they may have biokinetic jutsu or poisons that the EN doesn't have an antidote for that work on humans.
  • We could go minmaxing here in an area our team isn't specced for. Imagine four more Stealth specs to go with Panashe. Or four Athletics specs darting around the battlefield and kamikaze-ing with seal payloads before anyone can stop them.
  • Ranged weapons is of particular use to a team with two sealmasters. Only works if we summon them before the fight so we can equip them, or send Kei with seals to the summon realm.
  • Our prior contracts have yet to show the full range of their elements.
 
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I would specifically like pangolins who use elements not possessed by humans. We know they have them because Pandaa wanted to know if we really only have five, but we don't know what they are. We do know that having more things that can't be replicated by other humans is good, though. So that's my first thought.
More specifically, we want pangolins who use elements in a way that we can't with our current techniques. Like a Gravity Release user increasing or decreasing the weight of an area or people.
 
Explain the capabilities of the fort we've built and point out what types of attack it can still be vulnerable to.
  • poison gas and similar techniques
  • long range area denial
  • tunneling under the defenses

The fort as I suggested it (an enclosed 3D shape where each side including the floor is 5SB'd) shouldn't be vulnerable to any of these things.
 
Instead of citing specific instances where people would want to team up against our group, phrase it as a worst-case scenario everyone coordinating to attack the leaf contingent.

That seems dishonest, and doesn't make much sense as an explanation. Truth is, with four teams in a fortified position, we're probably the hardest target in the swamp. For anyone optimizing for their exam performance, attacking us is counterproductive. There's no reason for everyone to coordinate against us.

What are you trying to accomplish with this change?

The fort as I suggested it (an enclosed 3D shape where each side including the floor is 5SB'd) shouldn't be vulnerable to any of these things.

Doesn't that mean we'd basically be locking ourselves in a box, needing to blow up a wall to get out? That doesn't seem like such a good idea. If enemies drop poison gas on us, then slowly make their way through our traps, we'll be forced to come out and deal with the gas anyway.

But yeah, that section is up for revision depending on what the fort ends up being.
 
Doesn't that mean we'd basically be locking ourselves in a box, needing to blow up a wall to get out? That doesn't seem like such a good idea. If enemies drop poison gas on us, then slowly make their way through our traps, we'll be forced to come out and deal with the gas anyway.
Don't we have Tunneler's Friend and Usamatsu's Glorious Life-Saving Purifier seals? What's stopping us from putting them on, prepping our jutsu, then Kagome Manuever'ing their asses?
 
Doesn't that mean we'd basically be locking ourselves in a box, needing to blow up a wall to get out?

No it doesn't. There's other details in the discussion a few pages back, including an entrance/exit hole that's covered with an airdome when not in use. Although I'll note that we could totally explode out a wall to make another exit and it wouldn't inconvenience us except for costing one person their attack action for that round.

E: and no that wouldn't bring down the fort on us, because the other walls still have 5SB, and the explosion would carry the rubble outwards so it doesn't land on us.

E2: and no the explosion wouldn't hurt us, we have directed charges.
 
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