But wait, aren't all summons chakra constructs? I mean, they don't physically appear in the Human realm; they just shit their consciousness to a chakra construct...
Summons are sapient. The crabs are chakra constructs in the same way that clones are.

So Wakahisa, Mori and Kani are according to various Mist sources of low value in the field. The clan with broken chakra reserves, the mental abacus clan and the free summoning clan are low value. How exactly is Mist still a village with such dumb opinions? Pax Konoha can't become reality soon enough.
A better way to say it is that the Wakahisa and the Mori are more useful as support than as front-line. The Mori comparative advantage is as logistics experts and intelligence analysts, not as fighters. The Wakahisa comparative advantage is as chakra batteries that enable their teams to run farther, fight longer, and hit harder. That doesn't mean that the Mori or the Wakahisa can't be front-line fighters, but it's not what they're best at.
 
Bear in mind that at least some of the people who look down on the Mori are also the ones that praise the Kani. It's important to pay attention to your sources before drawing sweeping conclusions.
 
Didn't vote for the earth dome though (from my brief read), which allowed them to sneak up on us and yoink the seal.

e: @faflec Your character sheets don't autocalc the half elemental cost for the "next" column for XP cost on appropriate techniques
 
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Huh, do we know what are the front-line and/or highly respected Mist clans? Like do they have a Hyuga/Uchiha equivalent in terms of clan power with respective associated bloodline?
 
Huh, do we know what are the front-line and/or highly respected Mist clans? Like do they have a Hyuga/Uchiha equivalent in terms of clan power with respective associated bloodline?
Kurosawa for front line, Wakahisa for political power (as they have the highest number of alive clan members due to their support status, and associated income)
 
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That would make sense, yes. I think @Velorien already copied them, actually. I'm happy to carry the bucket from here so you don't have to go crazy with it.
Um, I made some changes to account for the 50% off elemental jutsu under the Techniques doc, added Fate Points, and fixed a mistake when calculating Conditioning XP. Might want to re-copy the things :)

Please PM (?) me your email so I can make you the owner.
 
Too bad about the whole opsec/military advantage thing, now would be a glorious time to stride confidently into the sky and away from our earthly homicidal problems.
 
Honestly, there's little point of going over 60 until chakra becomes an issue for you.
 
I would like to see maths regarding this because it sounds like the sort of thing that shouldn't be happening.
Probably some derivative of this:
How to kill Jounin with ninja-academy dropouts:

Step 1: Start a Cult​
As with many effective plans, the first step is to start a cult. Be a personable person: indoctrinate others. Specifically, your doctrines are about the dangers of too powerful ninja, and the need to eliminate them. Make sure everybody in your cult knows from birth that their entire purpose in life is to slay Jounin/S-rankers and other high powered ninja. Make sure they all have all their aspects (7 I think?) related to defeating S-rankers, or serving the glorious leader, or being phenomenal at Genjutsu, or other aspects which can be tagged to hit Jounin with Genjutsu.

The cannon-fodder initiates need to aquire 491 XP total. This should be doable with drop-out ninja in about a year. Their skills will look like:

Genjutsu 29 (435 XP)
Athletics 10 (55 XP)
Taijutsu 1 (1 XP)

Ideally, they can get more XP, especially if they can start getting XP in the cult relatively early. If they can, build up to a "beefy"

Genjutsu 39 (780 XP)
Athletics 20 (210 XP)
Taijutsu 10 (55 XP)
Awareness 1 (1 XP)

for 1046 XP. This is a few years of lowest of the low ninja experience, or less than one year for a talanted ninja like Hazou. These powerlevels should be fairly easily achievable by ninja academy dropouts power levels in a cult.

Ideally, have as many of these initiates as possible, for the sake of argument, we'll say you can find ~10 "beefy" initiates, and ~25 non-beefy initiates. This seems like a manageable cult.

Step 2: Recruit an ok ninja with a chip on their shoulder.​
Doesn't need to be great, chunnin level is fine. Should be able to handily and defeat jounin, and possibly S-rankers (depending on how many beefy initiates you've got). Ideally, they're also either easily manipulated, or hate the opponent your trying to take down, so their aspects can trigger. Ideally build them up from within the cult so you don't need to recruit, and can min-max their expenditure and focuse their aspects. Their stats should look something like:

Athletics 40 (820 XP)
Taijutsu 40 (820 XP)
Anything else leading up to that point (731 XP)

= 2371 XP.

So, this ninja need to be around as experienced as people like Sakura are, but more focused on straight punching than she is (or more experienced and less optimized). Probably, hire a missing-nin for this role using the lure of "gets to be pampers and served by a cult" as a reward. They could be more optimized or have more XP, but we're limiting our materials here, and with the power of the cult, this should be sufficient.

Step 3: Find yourself an A/S-ranker to murder, and murder them​
So, everybody needs to attack. Here, have all the initiates cast Genjutsu at once, triggering all their aspects in one go. The weaker initiates will roll:​

29 (base) + 3 * 7 (cultish aspects OP) + 4DF = 50 (bounded between 38 and 62)

The stronger initiates will roll:

39 (base) + 4 * 7 (cultish aspects OP) + 4DF = 67 (bounded between 55 and 79)

Meanwhile, our erstwhile Jounin will roll something like:

Awareness: 60 + 4DF = 60 (bounded between 48 and 72)

So, let's say we have 10 beefy initiates, and 25 non-beefy initiates. We can reasonably expect to get about 10 tags off of this.

Now, have our chunnin friend attack. They'll roll:

Athletics/Taijutsu (probably Athletics, since they'll be on the defense): 40 + 5*10 (Cultish Genjutsu) + 4DF = 90

against our enemy's attack (probably around 60-70). This should result in approximately 20-30 points more than the jounin has, letting us do 7-10 stress, which I *think* is enough to basically take them out of the fight.
 
I would like to see maths regarding this because it sounds like the sort of thing that shouldn't be happening.

It's essentially a less-severe extension of one of the principles that lead to fighting styles being so powerful - in a system where higher ranks in things cost more, if my attack pool is made up of x + y and your attack pool is made up of x alone, I can raise my total pool much more cheaply than you can.

As a simplified example, it costs 1275 XP to raise a skill to 50, while it only costs 930 XP to raise two separate skills to 30 - spending ~3/4 the XP and ending with a 10-point advantage.

Because of that, in the system change they've made it harder to just add skills together (see: the changes to fighting styles), but it still costs 315 XP to raise a skill from 60 to 65, and for that much XP you could probably learn a new secondary jutsu or something to boost your combat ability by that much (or more).

(this is also an advantage to weaponry or taijutsu people - it's usually easier to add a jutsu bonus on top of a mundane attack than it is to combine two jutsu effectively)
 
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