Oh goddamnit @Radvic's offline. Fuck it I'm writing an updated version of his plan. Well I wrote half of this before you posted, so I'm just going to finish the rest.

[X] Action Plan: No Bears Allowed
  • General:
    • Keep OPSEC in mind. Run things though with Keiko and Noburi (in code) before discussing with others.
    • Run this through with Keiko and Shikamaru. Also Neji (probably most veteran) and Sakura (she's done the Exams before, she's smart).
    • If/when we elect a leader (and it's not Hazou) everything we haven't done is meant as suggestions. Follow the leader.
    • The Fort:
      • Involvement:
        • Hazou/Shikamaru are likely involved in building the fortifications.
        • Have high-Alertness/engineers (Paneru) help build/check/approve the fort.
        • If Pangolins/allied Leaf-nin have jutsu/skills to aid construction, let them help.
      • Location: Put the Fort near the edge of the Swamp of Mild Inconvenience.
        • Ideally the Fort should be close enough to the edge such that we can retreat to outside the Swamp quickly.
        • If possible the Fort should be situated near where we go at the end of the exam.
        • Put us on the high ground.
      • Foundations: Use ninjutsu to form an Earth floor/walls to form a Fort with 3 walls (triangular).
        • Fort should be large enough to comfortably accommodate up to 15 people.
        • Minimize chakra usage when building walls. If Practice Brick costs less chakra to form the wall use it instead of MEW.
        • Create an entrance/exit point large enough for ONLY one person to enter at a time.
          • To avoid spending hours digging through granite, create this passage ahead of time and then use ninjutsu over it.
        • Walls need only be strong enough to stay upright under their own power.
          • If possible provide space for battlements (ranged fighters).
        • Floor must rise up above water level.
          • If reasonable, have a small puddle of water leading to outside for Noburi's VD to interact with the outside.
        • Place a large cloth over the fort, as a roof.
      • Fortifications:
        • Apply Five-Seal Barrier to floor, walls, and cloth-roof.
          • First apply mud over them so 5SB registers them as separate objects.
          • Place central/supporting seals inside the base.
          • As possible attach a removal mechanism to the central seal if we need to remove a part (e.g., for the Kagome Maneuver).
        • Apply Air Dome seal to entrance.
        • Apply additional defenses to VD-puddle as applicable.
      • Secret Tunnel:
        • Have a Pangolin use Earth Release: Tunnel Excavation for an escape route.
        • Other side of the tunnel should be covered up like all hell.
        • Apply traps/Alarm seals as in The Perimeter.
        • Have a serious discussion with Paneru regarding tunnel integrity and strengthening the tunnel against enemy action (collapse).
    • The Perimeter:
      • Who: Have our best trap-makers (read: allies with high Craftsmanship: Trapmaking) make traps.
        • Use maneuvers to create Aspects for trap-making (e.g., have high-Awareness allies like Neji/Hinata check traps to make an Aspect).
        • Take advantage of circumstance modifiers (e.g., everyone familiarizes themselves with terrain to create "Familiar Terrain" tag).
      • The surroundings:
        • Destroy good sources of cover and tall trees (height advantage) with explosive tags.
        • Make note of trees/deep water/land for trap placement.
      • Making traps:
        • Location:
          • Spread traps among 3-5 layers around the perimeter of the fort.
          • Take advantage of natural hiding spots (e.g., reeds, small trees...).
          • Have plans for underwater/underground traps.
          • Alarm seals (make a perimeter, alert everyone if breached).
          • Explosive tags (training).
          • Macerators (Pangolin peppers).
          • Banshee seals.
          • Goo Bombs (use sparingly).
        • Trap types:
          • LBF payloads as claymores/various mechanical traps (as done here).
          • Contact/proximity explosive tags to underwater/underground mines.
          • Remote-detonation payloads with detonation location inside our base.
          • Prep Kagome Maneuvers to the fort walls.
      • Other:
        • Attach long-term light sources to ninja wire and connect them from the fort to the edge of the trap line. Should lower Stealth in case of ambush at night.
        • Carve signs warning other ninjas of the traps and the terms of trading. Place them at the edges of the trap line.
  • Talk with the teams:
    • Establish an inter-team leader for emergencies.
      • We want someone competent (capable of split-second decisions) whom everybody will follow and who is capable of split second command decisions.
      • Don't nominate ourselves, but if all/most teams want us don't refuse.
      • Possible nominees include: Shikamaru, Neji, Sakura.
    • Establish codewords for when interacting with other teams.
      • Codenames.
      • Phrases for major jutsu/seal usage (e.g., Shellfish = Summon, Head = Pankurashun).
      • Phrases for tactical actions (e.g., Oto = I'm using a Banshee Seal, activate your Banshee Slayers NOW).
    • Establish an alternating watch.
      • Ideally we want 2 people on watch at all times.
    • Distribute seals to all participants.
        • Banshee Slayers.
        • Tunneler's Friend.
      • Provide instructions on their use.
      • Have a codephrase ready for if we ever use Banshees.
    • Establish two backup meeting points in the swamp for if we need to flee the fortress.
  • Make trades with ninjas who want to trade.
    • Send Pandā to deliver/collect the seals. Cost: 15CP per trade.
    • Send a clone to deliver/collect the seals. Cost: 15CP per trade.
    • Have a team or two do the trades. Cost: 0CP per trade, but marginally increased risk of injury (if they betray us).
  • Have Hazou make Party Trick Seals for points.
  • Send a Pangolin message to Jiraiya.
    • Tell him that the Night Light seals being used in the exams are potential seal failures. Include several seal blanks for study.
    • Tell him our plan so he knows what we're gonna be doing.
  • Added "General" section.
  • Muddified the tarp/roof so 5SB applies to it.
  • Added a changelog.
  • Altered "Checking" to "Involvement".
  • Changed "tarp" to "cloth".
  • Destroyed trees that can be used for height advantage.
  • Added Alarm Seals (traps).
  • Added Tunneler's Friend seals (distribution).
  • Clarified leadership role.
  • Added an escape route, 5SB removal mechanism, and clarified the high ground.
  • Detailed traps. Added Kagome Maneuvers.
  • Sent a Pangolin message to Jiraiya.
We still need stuff regarding specifics of combat (e.g., what to do) but I think this is...sufficient, as long as we get time to write a more detailed plan should combat arise.
Current plan for reference.
 
Everyone, here's what I have for combat strategies. Greatly appreciate suggestions.
  • Broad tactics:
    • Our enemies need to get through our traps. Take time to Summon/prep jutsu, and determine enemy composition/strategy.
    • We don't need to actually leave the fort unless it's been somehow compromised. Ranged attacks from our fortified position is great.
    • Take advantage of the terrain and trap knowledge (invoke Aspects: Familiar Terrain and Traps Everywhere!).
    • Abuse the hell out of our seals, Banshees especially.
  • Specific counters:
    • Mist: Use Elemental Mastery to alter temperature and disrupt mist formation.
    • Poison gas: Use Tunneler's Friend.
    • Elemental attacks: Defend with appropriate elemental jutsu (for Katon jutsu, use Suiton; for Suiton jutsu, use Doton...).
    • Underground foes: Send in Pangolins to KO them.
@1234qwerty, very good points and I'll add those in a sec. I'd point out that since we start at the end of 159, we're considered to have already "build" the fort and are merely providing schematics for it.

Edit: We also already decided to trade seals for seals and sent that message out, I feel it'd be in bad faith to change it.
Adhoc vote count started by faflec on Jan 26, 2018 at 10:14 PM, finished with 115 posts and 9 votes.
 
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PSA:

There are still some questions outstanding; @OliWhail and I have put together answers to most of those and we'll have them out as soon as @Velorien wakes up and has a chance to check them over.

That said, I don't think there's anything really show-stopping and I am at least as tired of interludes and omake as y'all are, so we're going to go forward with plot tomorrow. We'll use @faflec's character sheets; they might end up slightly tweaked after the fact but I'm confident that I can write around any minor uncertainties.

(On that subject: @faflec, Hazō should really still have Sealing 20.)
 
PSA:

There are still some questions outstanding; @OliWhail and I have put together answers to most of those and we'll have them out as soon as @Velorien wakes up and has a chance to check them over.

That said, I don't think there's anything really show-stopping and I am at least as tired of interludes and omake as y'all are, so we're going to go forward with plot tomorrow. We'll use @faflec's character sheets; they might end up slightly tweaked after the fact but I'm confident that I can write around any minor uncertainties.

(On that subject: @faflec, Hazō should really still have Sealing 20.)
Thanks for the heads-up, @eaglejarl!

On the note of questions, the only issue that might come up would be in fort design, since some of the questions (MEW, 5SB...) are most important for fort-building.

I've changed Sealing back to 20 and have reduced some other stuff to compensate.
 
On the note of questions, the only issue that might come up would be in fort design, since some of the questions (MEW, 5SB...) are most important for fort-building.
For 5SB, you can pretty safely assume it will be plenty - they're Kagome-made, and he's no slouch when it comes to sealing.

Not 100% sure on MEW yet but if you're being at least a little conservative it should be fine.
 
For 5SB, you can pretty safely assume it will be plenty - they're Kagome-made, and he's no slouch when it comes to sealing.

Not 100% sure on MEW yet but if you're being at least a little conservative it should be fine.
So we should be fine on volume and MEW chakra, thanks @OliWhail!

That reminds me, there are a few things regarding the character sheets I made that you, @eaglejarl, and @Velorien should be aware of IF you are going to use my character sheets:
  • Adding skills and techniques is easy; just type in the name and level and the sheet will do the rest. I've included space for 100 skills and 100 techniques; after that you can add more by scrolling to the right, locate "Skill" or "Technique", and copy-paste some more at the bottom of the doc. Please remember that some skills have unique code because they have 2x cost (Sealing, Technique Hacking, Chakra Reserves), so don't copy-paste over them.
  • Stunts and Affinities do not have their own XP cost. You will have to enter the numbers in manually. Just scroll to the right, find Stunt/Affinities, and type in the XP cost on your own.
  • Elemental jutsu are assumed to be elemental through parsing of the phrase "Doton:", "Katon:", etc.. If you want to designate a jutsu as elemental you must first state that phrase in order for it to calculate the 1/2 off rule. Note that Wind Release jutsu use "Fūton:", with the ū having the line over it.
  • You have to input the XP Earned and Conditioning XP Spent manually. Again, scroll to the right, find Stunt/Affinities, and type in the XP on your own. I've again included space for 100 skills and 100 techniques, you know how to add more.
  • I'm assuming you are giving us exactly the base XP used to make the current character sheets; this is indicated through the HUGE bundle of XP of AB10 in the character sheets. If you want to tweak the sheets before giving story-related XP please change the number of AB10, since otherwise it'll add conditioning XP and that's a mess.
Feel free to PM me emails if you want to take over my sheet or just copy-paste the sheets I have and create your own.
 
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Current plan. Reeeeally would like combat suggestions, since it's pretty sparse and I'm worried that we might not get the chance to write a plan for when fighting starts.
Oh goddamnit @Radvic's offline. Fuck it I'm writing an updated version of his plan. Well I wrote half of this before you posted, so I'm just going to finish the rest.

[X] Action Plan: No Bears Allowed
  • General:
    • Keep OPSEC in mind. Run things though with Keiko and Noburi (in code) before discussing with others.
    • Run this through with Keiko and Shikamaru. Also Neji (probably most veteran) and Sakura (she's done the Exams before, she's smart).
    • If/when we elect a leader (and it's not Hazou) everything we haven't done is meant as suggestions. Follow the leader.
    • Make use of Fate Points whenever relevant, to boost trap-making, diplomatic skills, etc..
    • Conserve chakra when not under threat (e.g., building a Fort).
    • The Fort:
      • Involvement:
        • Hazou/Shikamaru are likely involved in building the fortifications.
        • Have high-Alertness/engineers (Paneru) help build/check/approve the fort.
        • If Pangolins/allied Leaf-nin have jutsu/skills to aid construction, let them help.
      • Location: Put the Fort near the edge of the Swamp of Mild Inconvenience.
        • Ideally the Fort should be close enough to the edge such that we can retreat to outside the Swamp quickly.
        • If possible the Fort should be situated near where we go at the end of the exam.
        • Put us on the high ground.
      • Foundations: Use ninjutsu to form an Earth floor/walls to form a Fort with 3 walls (triangular).
        • Fort should be large enough to comfortably accommodate up to 15 people.
        • Minimize chakra usage when building walls. If Practice Brick costs less chakra to form the wall use it instead of MEW.
        • Create an entrance/exit point large enough for ONLY one person to enter at a time.
          • To avoid spending hours digging through granite, create this passage ahead of time and then use ninjutsu over it.
        • Walls need only be strong enough to stay upright under their own power.
          • If possible provide space for battlements (ranged fighters).
        • Floor must rise up above water level.
          • If reasonable, have a small puddle of water leading to outside for Noburi's VD to interact with the outside.
        • Place a large cloth over the fort, as a roof.
      • Fortifications:
        • Apply Five-Seal Barrier to floor, walls, and cloth-roof.
          • First apply mud over them so 5SB registers them as separate objects.
          • Place central/supporting seals inside the base.
          • As possible attach a removal mechanism to the central seal if we need to remove a part (e.g., for the Kagome Maneuver).
        • Apply Air Dome seal to entrance.
        • Apply additional defenses to VD-puddle as applicable.
      • Secret Tunnel:
        • Have a Pangolin use Earth Release: Tunnel Excavation for an escape route.
        • Other side of the tunnel should be covered up like all hell.
        • Apply traps/Alarm seals as in The Perimeter.
        • Have a serious discussion with Paneru regarding tunnel integrity and strengthening the tunnel against enemy action (collapse).
    • The Perimeter:
      • Who: Have our best trap-makers (read: allied ninjas/Pangolins with high Craftsmanship: Trapmaking) make traps.
        • Use maneuvers to create Aspects for trap-making (e.g., have high-Awareness allies like Neji/Hinata check traps to make an Aspect).
        • Take advantage of circumstance modifiers (e.g., everyone familiarizes themselves with terrain to create "Familiar Terrain" tag).
        • Ask what (non-lethal) traps our allies can make, and add them to the list.
      • The surroundings:
        • Destroy good sources of cover and tall trees (height advantage) with explosive tags.
        • Make note of trees/deep water/land for trap placement.
      • Making traps:
        • Location:
          • Spread traps among 3-5 layers around the perimeter of the fort.
          • Take advantage of natural hiding spots (e.g., reeds, small trees...).
          • Have plans for underwater/underground traps.
          • Alarm seals (make a perimeter, alert everyone if breached).
          • Explosive tags (training).
          • Macerators (Pangolin peppers).
          • Banshee seals.
          • Goo Bombs (use sparingly).
        • Trap types:
          • LBF payloads as claymores/various mechanical traps (as done here).
          • Contact/proximity explosive tags to underwater/underground mines.
          • Remote-detonation payloads with detonation location inside our base.
          • Prep Kagome Maneuvers to the fort walls.
      • Other:
        • Attach long-term light sources to ninja wire and connect them from the fort to the edge of the trap line. Should lower Stealth in case of ambush at night.
        • Carve signs warning other ninjas of the traps and the terms of trading. Place them at the edges of the trap line.
  • Talk with the teams:
    • Tell everyone about how the Night Light seals are potential seal failures.
      • Warn them about how they may be set off, and how to avoid them (as we discussed with Team Akane).
    • Establish an inter-team leader for emergencies.
      • We want someone competent (capable of split-second decisions) whom everybody will follow and who is capable of split second command decisions.
      • Don't nominate ourselves, but if all/most teams want us don't refuse.
      • Possible nominees include: Shikamaru, Neji, Sakura.
    • Suggest potential combat strategies.
        • Broad tactics:
          • Our enemies need to get through our traps. Take time to Summon/prep jutsu, and determine enemy composition/strategy.
          • We don't need to actually leave the fort unless it's been somehow compromised. Ranged attacks from our fortified position is great.
          • Take advantage of the terrain and trap knowledge (invoke Aspects: Familiar Terrain and Traps Everywhere!).
          • Abuse the hell out of our seals, Banshees especially.
        • Specific counters:
          • Mist: Use Elemental Mastery to alter temperature and disrupt mist formation.
          • Poison gas: Use Tunneler's Friend.
          • Elemental attacks: Defend with appropriate elemental jutsu (for Katon jutsu, use Suiton; for Suiton jutsu, use Doton...).
          • Underground foes: Send in Pangolins to KO them.
    • Suggest codewords for when interacting with other teams.
      • Codenames.
      • Phrases for major jutsu/seal usage (e.g., Shellfish = Summon, Head = Pankurashun).
      • Phrases for tactical actions (e.g., Oto = I'm using a Banshee Seal, activate your Banshee Slayers NOW).
    • Establish an alternating watch.
      • Ideally we want 2 people on watch at all times.
    • Give seals to all participants.
        • Banshee Slayers.
        • Tunneler's Friend.
      • Provide instructions on their use.
      • Have a codephrase ready for if we ever use Banshees.
    • Establish two backup meeting points in the swamp for if we need to flee the fortress.
  • Make trades with ninjas who want to trade.
    • Send a clone to deliver/collect the seals, then have Noburi re-absorb the clone. Cost: 15CP per trade (refunded after).
    • Send Pandā to deliver/collect the seals. Cost: 15CP per trade.
    • Have a team or two do the trades. Cost: 0CP per trade, but marginally increased risk of injury (if they betray us).
  • Have Hazou make Party Trick Seals for points.
  • Send a Pangolin message to Jiraiya.
    • Tell him that the Night Light seals being used in the exams are potential seal failures. Include several seal blanks for study.
    • Tell him our plan so he knows what we're gonna be doing.
Combat contingency: End the update.

  • Added "General" section.
  • Muddified the tarp/roof so 5SB applies to it.
  • Added a changelog.
  • Altered "Checking" to "Involvement".
  • Changed "tarp" to "cloth".
  • Destroyed trees that can be used for height advantage.
  • Added Alarm Seals (traps).
  • Added Tunneler's Friend seals (distribution).
  • Clarified leadership role.
  • Added an escape route, 5SB removal mechanism, and clarified the high ground.
  • Detailed traps. Added Kagome Maneuvers.
  • Sent a Pangolin message to Jiraiya.
  • Added 1234qwerty's suggestions.
  • Added potential combat strategies.
We still need stuff regarding specifics of combat (e.g., what to do) but I think this is...sufficient, as long as we get time to write a more detailed plan should combat arise.
 
For tactics, maybe summon buffing and long range pangolins? A pangolin that can help prevent explosives from getting into the fort?
Also, where are we shooting ranged attacks out from? The door? If we're just going to close the door and turtle up, we should first summon some pangolins outside to cause some havoc.
 
Current plan. Reeeeally would like combat suggestions, since it's pretty sparse and I'm worried that we might not get the chance to write a plan for when fighting starts.

I haven't come up with anything great for combat yet, but may I suggest having some interior cover? If someone gets a lucky explosive throw in through the door or something, we could lose half our Genin. Doesn't need to be huge, just some low walls for people to dive behind (could double as furniture). Also, I wouldn't suggest Sakura for leadership - I doubt any of the Clan kids would listen to her.

[X] Action Plan: No Bears Allowed
 
Hazou: taijutsu
Akane: taijutsu
Keiko: ranged/summoning
Noburi: clones/aoe/support
Sakura: genjutsu/support
Forget his name: lightning jutsu
Neji: taijutsu/awareness
Tenten: ranged
Lee: taijutsu
Ino: support/social
Shikamaru: support
Choji: support
@faflec Roles that need filling/roles to consider:
  • Do we want dedicated blockers? Who do they block?
  • How do we make sure our taijutsu people successfully engage the enemies we want them to engage? Would Byakugan negate substitution disorientation? A Wakahisa would need to go down, but other than that do we go for strong combatants or weaklings first? Sorry for all the question without answers but I don't quite have a handle on the rules yet and speculation is probably worse than nothing.
  • Support give aspects to front line fighters. What are some aspects we can give from range?
  • Which pangolins does Keiko summon and when? If mist or other sight obstruction, then communications pangolin. If buffer, who do they buff; our strong members or weak members? I think I lean towards strong if we control engagement, weak if we don't. Bonus politics points for boosting other leaf nin before ourselves.
  • If we get separated, we should try to stick to one taijutsu specialist to every 2 supports.
  • Does Noburi try to refill Keiko's chakra mid combat? Might be able to prepare for this by having him keep some chakra water separate and easy to quaff.
  • Delegating as much as possible so strong people don't waste turns. Neji should never be spending a turn activating a seal. Strong ranged people should be using seals that require good rolls, but even activating banshee slayers before banshees go off would be better handled by an ally rather than everyone doing it individually.

Wakahisa
Support
Support
Ranged thunder aoe jutsu
Support
Support
Underground Tunneler
Support
Support
Ranged
Taijutsu
Crab Summoner
This might be too specific, but if we're attacked by multiple teams from different villages, it would make a big difference if we could get one to defect. One way to do this would be to capitalize on taking out one of their team member, then threatening to maim them unless those remaining switch to our side. Something I could see Ino doing while Shikamaru has someone shadowbound. If there are tunnelers again, Hazou could pretend to be one in the confusion and ambush someone not from the tunneler's team. Or something else involving faking a betrayal that gets them to turn on each other or retreat.

If we need to retreat, we could use fire log macerators to create an impassable zone of fire once we reach the vegetation we didn't blow down. @Erolki want to brainstorm some things?

I do like brainstorming now and then... and I'm much better at analysis than building from scratch :p.

First thing that jumps out at me - given our stated goals of deescalating conflict and promoting peace, threatening to maim people is probably counterproductive :p. If we can come up with something else clever to get someone to switch sides, though, that'd be great (maybe if there's any Mist-nin included in the attack who aren't from a clan, or who are from a clan that really doesn't like one of ours? We'd have to play that one by ear, sadly).
Ino could possess someone and call for their squad to retreat, maybe?

Engaging enemies is usually easier in Fate than it was in the old system (as there's no opposed roll to close to melee range), which is nice in a party as melee-heavy as ours - though enemy melee types can still jump in the way of ours, and ranged enemies can take actions to Block us (suppression fire or specialized jutsu - though that often means they're not attacking for damage, so still not terrible for us as the action economy goes). Maybe aim to have one melee person per enemy melee person, to tie them up, then have our remaining melee types charge their ranged people while our ranged people hit their melee?

Granting allies Aspects at range is tricky - I'd say it'd generally be easier to either set up environmental Aspects (using appropriate jutsu to shape the terrain to our advantage, then passing those tags to attacking allies) or place negative Aspects on enemies (though physical attackers are still usually better off attacking for damage - applying negative Aspects is easier with mental/social attacks, as those usually get around enemies' best defensive Skills. On the other hand, Taking Out opponents via Mental Stress is totally a thing :D. I have a suspicion that our mental types can't quite match the Heartbreaker yet, sadly).

I know it's been said a couple times, but it seems worth repeating: it's likely that the QMs will throw a different enemy attack at us this time, so we can't use our foreknowledge of, say, Mist Drain followed by lightning from the sky. Also, now that I'm thinking about it - Mist Drain's range is limited to the same Zone that the user's in, which makes it harder to just eliminate people from a safe distance, which makes the fort much safer (but also means Noburi can't just stay in the fort and drain people).
 
How quick is the recovery on explicitly-nonlethal consequences (taijutsu, Strength-0 explosive tags, Macerated pappers, etc.) as compared to potentially-lethal ones?

End of the scene, typically, since that's when Stress clears.

To clarify: the above assumes you mean 'consequence' as in 'effect or impact' as opposed to 'Consequence' as in 'mechanical representation of longer-term damage'. Capital-C Consequences heal at a rate depending on their severity, not based on their origin.
 
Thanks for playing along :). I'm aware that the old attack isn't obligated to repeat itself, but I lack the imagination to come of with reasonable alternatives. Luckily, it happens to be a good example of diverse threats to prepare for. As for maiming, I'd agree if there were witnesses, but anybody willing to attack our fort probably holds us in low regard already. Another bad move politics wise would be bluffing the other teams into thinking we were working with the mist team to lure them in the whole time.

If Ino's possession works, that would be great. Would rolling stealth vs awareness be a viable way of generating aspects to tag? I'd assume stuff like rolling intimidation is limited to one target at a time, or it would be OP. Your ideas on melee and ranged placements make perfect sense. Would less melee focused allies be well served by taking full defense actions or something else?

Something that might be useful to add to the plan is the aspects/zones/barriers we're intending to create with our fort.

While they probably don't like us if they're ganging up, threatening maiming will probably make it impossible to change things for the better. We're hoping to make friends here, after all (or at least respectful, as-trusting-as-possible enemies).

I believe they've established in examples that successfully sneaking up on someone's mechanically represented by them having the fragile Aspect "Flat-Footed" (fragile = one-use/one turn), so yeah. Agreed that, barring jutsu or other shenanigans, social attacks should almost always be single-target.

Generally, Full Defense actions are only particularly useful if you're stalling, especially since they stop you from getting to counterattack if you win (not that ranged fighters are likely to be defending with a Skill that allows counterattacks, but it still means they don't get to do anything that turn). Taking an action that contributes towards victory tends to be more useful than getting a bonus to not get hit.

Also, while on the topic of Full Defense preventing counterattacks - good design choice there, QMs :D. Characters' combat incentives would get weird fast if they could counterattack off a Full Defense-boosted roll.

Yeah, there's been discussion of zones but things are still a little up in the air. My understanding is that we'd like an outermost zone that we've cleared of cover, then the outer trap zone of comparably harmless stuff, then an inner trap zone of the as-dangerous-as-the-exam-permits stuff, then a high Border rating representing the fort's walls, and the fort as a single zone in the middle.

E:

How quick is the recovery on explicitly-nonlethal consequences (taijutsu, Strength-0 explosive tags, Macerated pappers, etc.) as compared to potentially-lethal ones?

To clarify: the above assumes you mean 'consequence' as in 'effect or impact' as opposed to 'Consequence' as in 'mechanical representation of longer-term damage'. Capital-C Consequences heal at a rate depending on their severity, not based on their origin.

Follow-up: it's always the player's choice (or rather, the QM's choice ;)) whether to take a Consequence - they aren't automatically imposed by damage. If it's a nonlethal, low-stakes fight, you can just not take serious Consequences (though you'll then be Taken Out, since they're only available in FtD when your Stress Track's full); conversely, if you attack someone and they decide it's worth having a Severe Consequence in order to stay in the fight, there's nothing you can do to stop them.
 
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So when's the vote closing? I passed out early last night :p

Also @eaglejarl @Velorien @OliWhail How would a Kagome Maneuver work mechanically? It's a little more extreme than a basic explosive seal.

e: Oh, also, as far as escaping AoE attacks goes: If it's zone wide, do we have to LEAVE the zone when dodging it? Or is the ability to leave the zone (briefly) enough to dodge it?

Basically, I'm asking if an AoE technique or explosive seal would force us into surrounding zones, or if, so long as we could move into them to dodge, we would end up back where we started? Because moving into a different zone is a specific action that I don't think is entirely appropriate for dodging.

e2:

A few things I thought of while looking over your plan @faflec:

Provide Tenten (and others that would use them) with Strength:0 Explosive tags (nonlethal)

We should probably check with the QMs (@eaglejarl @Velorien @OliWhail) that they aren't likely to bust open the tokens. I wouldn't THINK they would bust open tokens if they don't do long term damage -- they strike me as basically a "force you into a tumble" type seal more than "tear you to shreds"; am I correct here?

convert A-class Explosive seals to strength:0? That's what they're intended for at least

Suggesting Sakura for leader? We don't know her at all really. At least Neji has seniority; it's fine to just suggest him and Shikamaru.

Do we HAVE single-thread cloth available to us? I don't particularly think it's worth a fate point if we can figure out some other way to make roofs; maybe a pillar at the centar with practice bricks over top for us to sleep/take cover under?

We don't have rules for Banshees that I could find (@eaglejarl @Velorien @OliWhail): I'd suggest a moderate penalty to actions (-own aspect?) as well as a free tag. It makes it both harder to do things and gives opportunities to take advantage of. Banshee Fuckers probably serve as an attack as well as those.

Ideally we should have the floor 5SBed as well -- does 5SB prevent vibrations such as Hazou's technique might detect? -- but either way we should also have silence mines placed in base.

Does Ino know any telepathy techniques usable with a lot of people? That she's willing to share knowledge of that is, it's nbd if she isn't.

Hazou should definitely have a Kagome-variant goo bomb and a Jiraiya-variant goo bomb loaded in kagome's rings (assuming they work in there); so should Akane.
 
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I tried to get as much of your stuff as I reasonably could. There are no major changes, just added some minor suggestions.
Oh goddamnit @Radvic's offline. Fuck it I'm writing an updated version of his plan. Well I wrote half of this before you posted, so I'm just going to finish the rest.

[X] Action Plan: No Bears Allowed
  • General:
    • Keep OPSEC in mind. Run things though with Keiko and Noburi (in code) before discussing with others.
    • Run this through with Keiko and Shikamaru. Also Neji (probably most veteran) and Sakura (she's done the Exams before, she's smart).
    • If/when we elect a leader (and it's not Hazou) everything we haven't done is meant as suggestions. Follow the leader.
    • Make use of Fate Points whenever relevant, to boost trap-making, diplomatic skills, etc..
    • Conserve chakra when not under threat (e.g., building a Fort).
    • The Fort:
      • Involvement:
        • Hazou/Shikamaru are likely involved in building the fortifications.
        • Have high-Alertness/engineers (Paneru) help build/check/approve the fort.
        • If Pangolins/allied Leaf-nin have jutsu/skills to aid construction, let them help.
      • Location: Put the Fort near the edge of the Swamp of Mild Inconvenience.
        • Ideally the Fort should be close enough to the edge such that we can retreat to outside the Swamp quickly.
        • If possible the Fort should be situated near where we go at the end of the exam.
        • Put us on the high ground.
      • Foundations: Use ninjutsu to form an Earth floor/walls to form a Fort with 3 walls (triangular).
        • Fort should be large enough to comfortably accommodate up to 15 people.
        • Minimize chakra usage when building walls. If Practice Brick costs less chakra to form the wall use it instead of MEW.
        • Create an entrance/exit point large enough for ONLY one person to enter at a time.
          • To avoid spending hours digging through granite, create this passage ahead of time and then use ninjutsu over it.
        • Walls need only be strong enough to stay upright under their own power.
          • If possible provide space for battlements (ranged fighters).
        • Floor must rise up above water level.
          • If reasonable, have a small puddle of water leading to outside for Noburi's VD to interact with the outside.
        • Place a large cloth over the fort, as a roof.
      • Fortifications:
        • Apply Five-Seal Barrier to floor, walls, and cloth-roof.
          • First apply mud over them so 5SB registers them as separate objects.
          • Place central/supporting seals inside the base if at all possible.
          • As possible attach a removal mechanism to the central seal if we need to remove a part (e.g., for the Kagome Maneuver).
        • Apply Air Dome seal to entrance.
        • Apply additional defenses to VD-puddle as applicable.
        • Put some simple cover up in case someone somehow gets an explosive into our base. Prepped Air Domes or MEW or something.
      • Secret Tunnel:
        • Have a Pangolin use Earth Release: Tunnel Excavation for an escape route.
        • Other side of the tunnel should be covered up like all hell.
        • Apply traps/Alarm seals as in The Perimeter.
        • Have a serious discussion with Paneru regarding tunnel integrity and strengthening the tunnel against enemy action (collapse).
    • The Perimeter:
      • Who: Have our best trap-makers (read: allied ninjas/Pangolins with high Craftsmanship: Trapmaking) make traps.
        • Use maneuvers to create Aspects for trap-making (e.g., have high-Awareness allies like Neji/Hinata check traps to make an Aspect).
        • Take advantage of circumstance modifiers (e.g., everyone familiarizes themselves with terrain to create "Familiar Terrain" tag).
        • Ask what (non-lethal) traps our allies can make, and add them to the list.
      • The surroundings:
        • Destroy good sources of cover and tall trees (height advantage) with explosive tags.
        • Make note of trees/deep water/land for trap placement.
      • Making traps:
        • Location:
          • Spread traps among 3-5 layers around the perimeter of the fort.
          • Take advantage of natural hiding spots (e.g., reeds, small trees...).
          • Have plans for underwater/underground traps.
          • Alarm seals (make a perimeter, alert everyone if breached).
          • Explosive tags (training).
          • Macerators (Pangolin peppers).
          • Banshee seals.
          • Goo Bombs (use sparingly).
        • Trap types:
          • LBF payloads as claymores/various mechanical traps (as done here).
          • Contact/proximity explosive tags to underwater/underground mines.
          • Remote-detonation payloads with detonation location inside our base.
          • Prep Kagome Maneuvers to the fort walls.
      • Other:
        • Attach long-term light sources to ninja wire and connect them from the fort to the edge of the trap line. Should lower Stealth in case of ambush at night.
        • Carve signs warning other ninjas of the traps and the terms of trading. Place them at the edges of the trap line.
        • As possible make shadow sources for Shikamaru's bloodline to use. Let him lead this since it's a clan jutsu and OPSEC stuff.
  • Talk with the teams:
    • Tell everyone about how the Night Light seals are potential seal failures.
      • Warn them about how they may be set off, and how to avoid them (as we discussed with Team Akane).
    • Establish an inter-team leader for emergencies.
      • We want someone competent (capable of split-second decisions) whom everybody will follow and who is capable of split second command decisions.
      • Don't nominate ourselves, but if all/most teams want us don't refuse.
      • Possible nominees include: Shikamaru, Neji.
    • Suggest potential combat strategies.
        • Broad tactics:
          • Our enemies need to get through our traps. Take time to Summon/prep jutsu, and determine enemy composition/strategy.
          • We don't need to actually leave the fort unless it's been somehow compromised. Ranged attacks from our fortified position is great.
          • Take advantage of the terrain and trap knowledge (invoke Aspects: Familiar Terrain and Traps Everywhere!).
          • Abuse the hell out of our seals, Banshees especially.
          • Combine Pangolin with team tactics to cover roles (e.g., long-ranged Pangolin with Akane's mostly-CQC team).
          • With clan permission, suggest telepathy Pangolin use. MAKE SURE KEIKO/NOBURI ARE GOOD WITH THIS FIRST.
            • Does Ino have a telepathy technique? Do we know that she could have one (or is this OOC)?
        • Specific counters:
          • Mist: Use Elemental Mastery to alter temperature and disrupt mist formation.
          • Poison gas: Use Tunneler's Friend.
          • Elemental attacks: Defend with appropriate elemental jutsu (for Katon jutsu, use Suiton; for Suiton jutsu, use Doton...).
          • Underground foes: Send in Pangolins to KO them.
    • Suggest codewords for when interacting with other teams.
      • Codenames.
      • Phrases for major jutsu/seal usage (e.g., Shellfish = Summon, Head = Pankurashun).
      • Phrases for tactical actions (e.g., Oto = I'm using a Banshee Seal, activate your Banshee Slayers NOW).
    • Establish an alternating watch.
      • Ideally we want 2 people on watch at all times.
    • Give seals to all participants.
        • Banshee Slayers.
        • Tunneler's Friend.
        • Training explosives.
      • Provide instructions on their use.
      • Have a codephrase ready for if we ever use Banshees.
    • Establish two backup meeting points in the swamp for if we need to flee the fortress.
  • Make trades with ninjas who want to trade.
    • Send a clone to deliver/collect the seals, then have Noburi re-absorb the clone. Cost: 15CP per trade (refunded after).
    • Send Pandā to deliver/collect the seals. Cost: 15CP per trade.
    • Have a team or two do the trades. Cost: 0CP per trade, but marginally increased risk of injury (if they betray us).
  • Have Hazou make Party Trick Seals for points.
  • Send a Pangolin message to Jiraiya.
    • Tell him that the Night Light seals being used in the exams are potential seal failures. Include several seal blanks for study.
    • Tell him our plan so he knows what we're gonna be doing.
Combat contingency: End the update.

  • Added "General" section.
  • Muddified the tarp/roof so 5SB applies to it.
  • Added a changelog.
  • Altered "Checking" to "Involvement".
  • Changed "tarp" to "cloth".
  • Destroyed trees that can be used for height advantage.
  • Added Alarm Seals (traps).
  • Added Tunneler's Friend seals (distribution).
  • Clarified leadership role.
  • Added an escape route, 5SB removal mechanism, and clarified the high ground.
  • Detailed traps. Added Kagome Maneuvers.
  • Sent a Pangolin message to Jiraiya.
  • Added 1234qwerty's suggestions.
  • Added potential combat strategies.
We still need stuff regarding specifics of combat (e.g., what to do) but I think this is...sufficient, as long as we get time to write a more detailed plan should combat arise.
 
Voting is closed!

Plot is resuming!!!!!
Adhoc vote count started by eaglejarl on Jan 27, 2018 at 9:00 AM, finished with 136 posts and 13 votes.
 
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