Alright, I'll do a JSD change.
'Friendly participants' (above) agree, let them join. Treat their teammates/objectives normally.

-> 'Friendly participants' (above) agree, let them join. Treat their teammates/objectives as we would without them being here.

"Normally" is a bit unclear. Lets not worry about XP here, since this one is a really important plan and needs to read smoothly.
 
I'm... unsure of allowing others' picks to join us. That sounds like an easy way to get fucked, either directly by treachery or indirectly by not getting enough of a point lead. Can we have some math that it'd be okay to do so?
 
I'd be fine with just leaving them concious and with their word halves intact btw since I am just opposed to draining them. That shouldn't add much complexity right?

Handing them prisoners is only meant in case we cannot guarantee that the imprisoned Red Team members are worth 0 points to the respective Blue Teams by failing to the meet the criteria of them being bound and able to speak; if we can do that by ourselves, then we should look into doing that. OTOH, handing the prisoners to ISC could open up the possibility of them returning the favor when they are Red Teams in R2. That said, they lack our firepower and are probably going to be in a different quadrant and so less likely to link up with us so I would still prefer we just a) leave them concious and with their word halves and b) deal with our prisoners in a way that negates points for their Blue Teams if possible.
So what do people think of this? As in, we give ISC points and let them return the favor later?
'Friendly participants' (above) agree, let them join. Treat their teammates/objectives normally.

-> 'Friendly participants' (above) agree, let them join. Treat their teammates/objectives as we would without them being here.

"Normally" is a bit unclear. Lets not worry about XP here, since this one is a really important plan and needs to read smoothly.
Done.
[X] Action Plan: Be Zabuza

OK!

NB: The main difference here is that Keiko is summoning more and more Pangolins. I still feel that we should continue ramping up our Pangolin count, since Pangolins are faster than ninja and should be capable of chasing fleeing ninjas.

Alright there's more changes than that now.

Word Count: 597

[X] Action Plan: Zabuza the Pangolin

Prep: Consider talking in Air Dome for OPSEC/protection.
  • Word-halves:
    • Teammates deserve a share, but possessing people's word-halves will be dangerous after this round.
    • State that we intend to publicize possession of the word-halves we've taken.
    • Trade (real) explosives for letting us take word-halves.
  • Friendly participants: We hope to offer a Leaf team the chance to join us; do others have similar wishes?
    • Max: 1 Friendly/teammate.
    • Confront Doigama if he doesn't mention his Wolf compatriot.
  • Chakra:
    • May need teammates' chakra for Summoning.
      • Point out seals as proof of good intentions.
    • Check allies' reserves:
      • Pretense: Familiarizing to ease future transfers.
      • NB: Kato's reserves. If lied, confront + consider drain-KO & medic delivery if team agrees. Don't listen to excuses.
  • Debrief allies on dossiers & general facility layout.
    • Be vague about Leaf teams.
  • Carrot and Stick:
    • If Teammates seem to be uncooperative or suspicious note how flexible we are with taking everyones interests into account.
    • Subtly drop hints regarding value of having good working relationships the Hokage's children.
    • Keiko pointedly reminds them that betrayal is unwise, slyly asks Pankurashun what Pangolins do to traitors (Intimidate).
  • Distribute seals:
    • Explosives: Encourage liberal use.
      • Training tags for people.
      • Weapon:2 for demolitions.
    • Oxygen Mask: Protect from Doigama's poison.
    • Earmuff seals: Banshees.
  • Suggested Summons:
    • Pankurashun.
    • Pandajouru/Pangaya (bring out before combat starts).
    • Panashe (may delay until after defeating designated Blue Team).
    • Other Combat Pangolins (as chakra costs allow).
  • Roles:
    • Scouting/Interference: Panashe, Doigama, Kato.
    • Support/Ranged: Keiko, Noburi, Gomi.
    • Assault: Everyone else.
Strategy:
  • General:
    • Scout ahead. Prioritize quickly obtaining broad view of situation and avoiding capture.
    • Overscrew enemies:
      • Put Red Teams in cells. DON'T make them Blue prisoners (either don't restrain them, or prevent their ability to talk).
        • Escort a (restrained, chakra-drained) Red Team member to submit their documents before bringing them to a cell.
      • Give Moderate Consequences (ideally chakra drain).
      • Steal word-halves.
    • 'Friendly participants' (above) agree, let them join. Treat their teammates/objectives as we would without them being here.
    • Keiko: Intimidate captured top teams, stop them from attacking us R2.
      • NB: Figure out balance between too many people attacking us R2 and not enough people attacking us R2.
  • Breach our designated Blue facility first. Recover key/documents. Clear/mostly clear site.
  • Afterwards:
    • Take enemies' chakra, redistribute amongst ourselves.
    • Dab some perfume on enemies (imperceptible to them, easy for Pangolins to track now and in Round 2).
    • Signal ISC.
    • Scout non-ISC sites.
    • Everyone goes to deliver documents to proctor station.
  • Repeat for other sites. Fight ISC-containing team last.
    • Prioritize softer targets & Red Teams (harder to pin down).
Combat: Shock & Awe.
  • Use overwhelming force.
  • Keiko: Open with thrown Goo Bombs/Banshees.
    • Ideally use in open spaces.
    • If in buildings: May throw into enemy-filled rooms.
  • Assault: Engage stunned/immobilized enemies. Pangolins lead.
    • Hazou: Use Pangolin pepper Macerators, but avoid friendly fire.
  • Interference/Support: Throw explosives/Firelog Macerators to distract/intimidate (and also give Gomi light for Genjutsu).
  • Support/Interference: Watch for retreats/reinforcements.
  • For buildings: Breach everywhere simultaneously, clear by room.
    • Focus enemies, check traps afterwards.
  • Chase fleeing enemies. Don't chase individuals if hard to track.
    • Be careful they don't lead us into traps/ambush.
Contingencies:
  • Enemy teams blatantly violate rules? Fetch proctors.
  • Doigama/Kato: Maintain OPSEC regarding missing-nin activities/Leaf politics. Track seal use if they cheat on returns.
  • Non-top team candidates surrender? Accept. Do everything as normal, but leave word-halves.
  • If turning in our documents removes us from this round:
    • Keep documents with us (e.g., Seventh Path) and continue rampage; turn in documents after rampage is ended.
    • When escorting other Reds to turn in documents, make sure they're not a top team.
 
Oh fuck it. Three options, discuss them.
  1. Offer pre-determined friendlies (e.g., ISC) the chance to join our group. Treat their teammates as if they were our enemies. If they decline, treat them as enemies.
  2. Drain pre-determined friendlies to Moderate Consequences, don't KO/steal word halves. Restrain (?) them.
  3. Offer to trade ISC: We give them Red Teams for points this round, and they do the same for us next round.
 
Oh fuck it. Three options, discuss them.
  1. Offer pre-determined friendlies (e.g., ISC) the chance to join our group. Treat their teammates as if they were our enemies. If they decline, treat them as enemies.
  2. Drain pre-determined friendlies to Moderate Consequences, don't KO/steal word halves. Restrain (?) them.
  3. Offer to trade ISC: We give them Red Teams for points this round, and they do the same for us next round.
And we know ISC is Blue because?
 
I should really learn my lesson and stop writing plans for Saturday deadlines. It just never works out well.

In any case, it's around 12 hours before the deadline, so I'm freezing my plan and going to sleep. I'm certainly not adding any excessively complex point penalty schemes. Anyone who wants to keep working on things is encouraged to switch their vote to @faflec's plan.

Just addressing some comments before I go.

@Roomba I have added a section in my plan that accounts for the possibility of us being removed from this round of the Event after we've turned in our documents. Since we obviously would prefer to finish our rampage before turning in documents. For reference, I wrote:

That doesn't make any sense. The whole thing is set up in such a way that, for example, reds are encouraged to retrieve their captured comrades, even after turning the documents in. The rules explicitly say the event ends after 24 hours, after proctors arrive at the sites. This just seems like baseless paranoia to me.

Ideal sequence of events:
  • Subdue Red and Blue Teams. Put them into Blues' cells.
  • Have one of the Reds turn in the documents at the last hour of the event, then return to cell.
  • Make Reds somehow lose their ability to speak.

Sounds good in principle, but I have no clue how to actually achieve it.

Because we're at least heavily implying that we will protect them if they stick with us, so we should consider how we would do so? Breaking our word here is possible, but seriously against the image we're trying to present. Yes, we'd have the word-halves safely away, but if the teammates in question get jumped in an ally and beat up, they might not be super pleased with us not getting involved. So if all we're doing is keeping the word-halves safe for them, that should probably be a little more explicit.

We're not promising them protection; we're saying that we'll go public with our half words and won't help them if they get in trouble as a result. If, however, they let us have all the half words, we'll say so publically, therefore removing any reason for them to be targeted. We're offering to take all the heat for the half word theft, in essence.

The abbreviated language of the plan does a poor job of expressing this, but @eaglejarl read it correctly nonetheless, so it should be fine.
 
@faflec, @Roomba, current versions of your plans leave all Blue Teams except ours with -135 points instead of -300.

Surface reading has us stick Red Teams into cells of their corresponding Blue Teams, which gives Blues 9 x 10 = 90 positive points. Additionally, we miss our chance to slap them with -75 for failing to keep their Red Team for stealing their documents.

Ideal sequence of events:
  • Subdue Red and Blue Teams. Put them into Blues' cells.
  • Have one of the Reds turn in the documents, then return to cell.
  • Make Reds somehow lose their ability to speak.
This way, documents are stolen (B: -75), Reds are in cells so they can't gain positive points (for documents), and Blues don't gain positive points for having Reds in cells since Reds can't speak.

This leaves Reds with -495 points and Blues with -300 points.

If we can't take away Reds' voices, we need to build the cells ourselves.

If the Blue Team members are taken to the medics, they cannot earn positive points for the round.

We could, by the way, reduce the losses of Team Asuma by making them an exception to that, if we care.
 
We don't, unfortunately. I brought up @Tua's idea because it seemed not-bad at first glance so wanted to discuss further. Supposing they are Blue, should we do this?
Yes. I am in support of 3 if they are Blue this Round. Obviously if they are Red we offer for them to join the horde.

Other friendlies: Surrender is the only option: Chakra drain, no KO, we don't take word halves.

Sorry, Doigama we know that ISC will not break their word, and its our squad thats doing the brunt of the work here in this strategy. Please respect this.
 
I can support "punch everyone including ISC". It nicely deals with the bullshit we have to put up with otherwise. Just do whatever is needed to maximise points and if Shikamaru is pissed then remind him that the Nara's current power partially rests on our performance.
 
[X] Action Plan: Zabuza the Pangolin
Thoughts:
  • We don't need to let friendly participants of other teams join. It is our plan and our firepower, and ISC are our allies. Our temporary teammates will have to recognize our limited generosity for what it is.
  • If we're cooperating with ISC: try to interrogate our Blue Team, find out if they know whether Squad Asuma is Red or Blue this round.
Keiko pointedly reminds them that betrayal is unwise, slyly asks Pankurashun what Pangolins do to traitors (Intimidate).
Part about Pankurashun: unnecessary micro-managing, Keiko knows how to intimidate people on her own.

Where are we having all these conversations on how to manipulate our new teammates, how to handle Katou and so on? Not in front of their eyes. We need to have an Uplift-only discussion in an Air Dome, possibly under the pretense of discussing clan secrets.

  • Afterwards:
    • Take enemies' chakra, redistribute amongst ourselves.
    • Dab some perfume on enemies (imperceptible to them, easy for Pangolins to track now and in Round 2).
    • Signal ISC.
    • Scout non-ISC sites.
    • Everyone goes to deliver documents to proctor station.
  • Repeat for other sites. Fight ISC-containing team last.
If we're cooperating with ISC, perhaps we should go to their quadrant first?

If turning in our documents removes us from this round:
Original rules explicitly state that this doesn't happen. It seems very unlikely.
I'd suggest deleting it to decrease wordcount (do we still care about it?), or replace it with a contingency in case we're about to be assassinated.

*sigh* We should just punch people. Screw the whole friendly thing.

Life is so much simpler that way :(
I agree, we should just kill everyone.
 
There's a day between Round 1 and Round 2. Would they not bathe? Or would the scent stick around long enough that washing wouldn't matter?

Tbh ninja sweat too. I could totally believe a good sniff while they're down and out would ensure their scents are ready for tracking on Round 2 independently of placed scents
 
Can we use Goo Bombs to glue Reds' mouths shut? Can we deafen them somehow so that they can't hear questions -> can't be interrogated?
 
Can we use Goo Bombs to glue Reds' mouths shut? Can we deafen them somehow so that they can't hear questions -> can't be interrogated?
Goo Bombs don't last that long, sadly. Deafening is a possibility but technically the rules state that they need to be able to speak. And Mist will fuck us on that technicality.
 
I can't tell if you guys are liking this for sympathy or because you actually want me to do this.

*sigh* Like this if you want us to punch everyone and screw the whole friendly thing.
Nope. I want Eaglejarl to skip the whole unfriendly thing. Unfortunately, I don't think he will, because Velorien will be there, egging him on to our destruction via talking and opsec.
 
One final thing, as I see some calls for using Team Asuma's techniques to control other candidates: Consider that they also have chakra costs. And consider that mind-controlling a candidate into doing anything with major rules enforcement implications, like going to the medical station, may very well be ruled as interfering with the adjudication of the event, with all the consequences of such.
 
What if they are just unconscious from being freshly drained just before a proctor comes to inspect them?
 
...

Damn, I think they're right; we can't actually accept surrender or fealty, because otherwise we'll have a deathball of more than sixteen people which everybody either immediately surrenders or joins, which defeats the whole purpose of actually having the deathball and moderate consequencing everybody.

I think we pretty much have to declare that no surrender will be given or taken, nor fealty accepted; no point in building a fuckhuge murderball if there's nobody left to punch.

Revised plan:

Taking into account the feedback that's been given so far, here's Be Kakashi again. Best guess, the plan's around 380 words.

[X] Action Plan: Be Kakashi

Outline

Maximize point differential between our squad and everybody else by knockout and word-half seizure.

Prep
  • Convincing squadmates:
    • This strategy will get every single one of us into the tournament while also largely avoiding serious harm; overwhelming force is nice like that.
    • That said, cooperation is a favor to us, no matter how much it might also benefit you.
    • On the other hand, we cannot afford sudden but inevitable betrayals on our best chance at getting this whole squad to the tournament.
  • Word-halves
    • We'll publicly announce our squad has them during the break.
      • Too hard to hide we took them.
    • Will trade for full-strength explosive tags; they deserve something for their efforts.
    • Will not protect them if they refuse trade.
  • Designate friendlies
    • Will not knockout, intimidate, and steal word-halfs from friendlies, but will otherwise destroy their score and drain chakra as needed. Will require description.
      • Designate ISC.
      • If Doigama does not suggest Wolf compatriot, press.
  • Seal distribution
    • Do not want back:
      • Training tag
      • Weapon:2 for demolitions
      • Oxygen Mask Seal
      • Earmuff Seals
    • Will want unused back:
      • Goo Bombs
      • Banshees
  • Chakra redistribution
    • Suggest permitting Noburi to measure and redistribute as necessary
      • Chakra levels may be uneven after first event
      • Transfer method is strange the first few times
      • If intent is questioned, point out donated seals as collateral.
      • If Kato lied about reserves, press. If explanation is not sufficiently good, drain and leave with medics.
  • Brief squadmates on high-level opposition and facility layout.
    • Reveal bare minimum about Leaf teams.
Strategy:
  • Always scout ahead, prioritizing broad situation and avoiding capture.
  • Enemies:
    • Seize documents
    • Locked up
    • Terrified
    • Overdrained to moderate physical consequences
    • Have word-halfs taken
    • Dabbed with perfume behind ears.
  • Siege our Blue facility first
  • During redistribution, signal ISC and prioritize scouting other sites. Deliver documents in force.
  • Prioritize teams based on Keiko's calculations to maintain rampage
  • Redistribute and repeat after clearing site.
  • Do not revisit sites unless to drop off prisoners or insufficient point differential.
Combat Tactics: Shock and Awe
  • Open field:
    • Explosions to distract, intimidate
    • Area-disabling seals to weaken targets
    • Attack with overwhelming physical force
    • Infiltrators watch for retreating enemies and reinforcements
    • Chase fleeing enemies but don't waste time and chakra.
  • Siege
    • Breach from multiple directions simultaneously
    • Clear room by room, scout with tags
    • Seize key and documents
Contingencies
  • Enemy team blatant rule violation: fetch proctor.
  • Maintain OPSEC on pre-Leaf experiences.
  • Watch Doigama/Kato seal usages.
 
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We really shouldn't be volunteering others' techniques for use. If they think their techniques will be useful, they'll volunteer on their own.
 
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