Vecht
Self-Requested Ban
- Location
- Snarksville, Snarkland
This was a terrible idea before, but is looking all the more promising as time goes on. Maybe we can do this and throw them at the Pangolins.
You want to combine the warlike otherworldly creations of a mad scientist (to whom you are bound by supernatural contract) with ravenous eldritch abominations spawned from the maddening void, and you feel that this would make the situation better?This was a terrible idea before, but is looking all the more promising as time goes on. Maybe we can do this and throw them at the Pangolins.
Yes.You want to combine the warlike otherworldly creations of a mad scientist (to whom you are bound by supernatural contract) with ravenous eldritch abominations spawned from the maddening void, and you feel that this would make the situation better?
That would be the plan yes. Seems eminently plausible, don't you agree?You want to combine the warlike otherworldly creations of a mad scientist (to whom you are bound by supernatural contract) with ravenous eldritch abominations spawned from the maddening void, and you feel that this would make the situation better?
It's very simple. No one can be enslaved if they're dead! (please disregard all knowledge of PMAS)You want to combine the warlike otherworldly creations of a mad scientist (to whom you are bound by supernatural contract) with ravenous eldritch abominations spawned from the maddening void, and you feel that this would make the situation better?
TBH the recent storage scroll non-incident significantly lowered my estimates of the chance of this working, which already had significant uncertainty.
Off the top of my head @Lailoken proposed a big pile of chemical weapons (Emerald City Seal, other stuff IIRC).Anything I'm missing? Most of these are my proposals as I'm struggling to recall other people's ideas (albeit we tend to just try out other people's ideas). I swear we had another nuke proposal, for example, or was that just @Radvic's 5SB-a-pulsar comment?
Off the top of my head @Lailoken proposed a big pile of chemical weapons (Emerald City Seal, other stuff IIRC).
Theres a couple other things that lead to nukes if (Perhaps Moderately Reasonable Seal Detail is Tweaked).
Heh.I have also discovered a truly remarkable proof that storage scrolls imply practical time travel, the details of which will be presented in a previous post...
Heh.
Earlier I was toying around with the idea of making storage seals into a Hyperbolic Time Chamber.
I'm actually thinking about converting storage seals into Klein bottles to provide gradual compaction without concerns about dividing chakra between interior and exterior. Head-canon is that Wakahisa barrels are already basically that.
DOH!I'm actually thinking about converting storage seals into Klein bottles to provide gradual compaction without concerns about dividing chakra between interior and exterior. Head-canon is that Wakahisa barrels are already basically that.
Article: Stunt: High-Pressure Syrup 1
Cost: 75 XP
Prerequisites: "Syrup Trap" Jutsu at level 30 or higher.
By tirelessly increasing the sheer force the syrup is expelled at, the Syrup Trap attack can now reach people ordinarily too far to hit. The amount of force involved in such a feat, however, makes the technique harder to control, so the user may find their accuracy at such a range decrease significantly, and the user may find their movements limited by the technique, leaving them vulnerable to attack.
The user may use the Syrup Trap Jutsu on enemies one zone away with an Aspect Bonus *2 penalty "Too Strong to Aim". If the user is attacked during this turn, they also suffer an Aspect Bonus *1 penalty "Avoiding Whiplash" to their dodge or counterattack rolls.
Article: Stunt: High-Pressure Syrup 2
Cost: 75 XP
Prerequisites: "Syrup Trap" Jutsu at level 40 or higher.
Through extensive practice at controlling the technique, the user of the Syrup Trap technique can more easily handle the intense forces the syrup is being shot at, allowing them to aim more precisely while retaining more of their mobility, making them less of a target as well as more of a threat.
The penalty for using Syrup Trap on enemies a zone away is decreased to Aspect Bonus *1, and the penalty to dodge and counterattack rolls that turn is reduced to Aspect Bonus *0.5
Article: Stunt: High-Pressure Syrup 3
Cost: 75 XP
Prerequisites: "Syrup Trap" Jutsu at level 50 or higher.
The user's control of the high-pressure flow has reached perfection, and sending a high-pressure stream of syrup at long distances is now as easy as using them at close range. The flow of syrup goes only where the user directs it, and does not inhibit the user's motions in the slightest. The user's mastery over this technique is quite apparent.
The penalties for using Syrup Trap on enemies a zone away and for dodge and counterattack rolls that turn are completely removed.
I don't think we would take any of those with the penalties.Article: Stunt: High-Pressure Syrup 1
Cost: 75 XP
Prerequisites: "Syrup Trap" Jutsu at level 30 or higher.
By tirelessly increasing the sheer force the syrup is expelled at, the Syrup Trap attack can now reach people ordinarily too far to hit. The amount of force involved in such a feat, however, makes the technique harder to control, so the user may find their accuracy at such a range decrease significantly, and the user may find their movements limited by the technique, leaving them vulnerable to attack.
The user may use the Syrup Trap Jutsu on enemies one zone away with an Aspect Bonus *2 penalty "Too Strong to Aim". If the user is attacked during this turn, they also suffer an Aspect Bonus *1 penalty "Avoiding Whiplash" to their dodge or counterattack rolls.
Article: Stunt: High-Pressure Syrup 2
Cost: 75 XP
Prerequisites: "Syrup Trap" Jutsu at level 40 or higher.
Through extensive practice at controlling the technique, the user of the Syrup Trap technique can more easily handle the intense forces the syrup is being shot at, allowing them to aim more precisely while retaining more of their mobility, making them less of a target as well as more of a threat.
The penalty for using Syrup Trap on enemies a zone away is decreased to Aspect Bonus *1, and the penalty to dodge and counterattack rolls that turn is reduced to Aspect Bonus *0.5
Article: Stunt: High-Pressure Syrup 3
Cost: 75 XP
Prerequisites: "Syrup Trap" Jutsu at level 50 or higher.
The user's control of the high-pressure flow has reached perfection, and sending a high-pressure stream of syrup at long distances is now as easy as using them at close range. The flow of syrup goes only where the user directs it, and does not inhibit the user's motions in the slightest. The user's mastery over this technique is quite apparent.
The penalties for using Syrup Trap on enemies a zone away and for dodge and counterattack rolls that turn are completely removed.
What do you think? I tried to make this stunt more of a tradeoff than a simple upgrade, but left open the option to make it into a pure upgrade if you're willing to pursue it further. We were talking about how Noburi needs some ranged options, and I think that this might suit him well without being totally overpowered.
If you have to ask the question, the answer is yes....is this a bad time to bring up space-filling curves and fractal dimensions with regards to sealing?
Well, the idea was that normal use of Syrup Trap (within the same zone as the user) would be unimpeded, and the penalties from the stunt would only apply if you're targeting someone in another zone, but maybe it's too weak anyways?
*Jeopardy theme song plays in the background*
Im ready and waiting with my set of Kagome actuon figures(now with 11 unique screams)!