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To be honest, I think that 300 Genin a year is a lot.
Leaf has about 1000 Genin and according to QMs one way or another you only spend a few years as one, so you need a lot of graduates to make the number balance. That could be relaxed, at the cost of slightly older genin running around, but even if the average Genin-span is 10 years you've still got 100 new Genin per year.
 
Leaf has about 1000 Genin and according to QMs one way or another you only spend a few years as one, so you need a lot of graduates to make the number balance. That could be relaxed, at the cost of slightly older genin running around, but even if the average Genin-span is 10 years you've still got 100 new Genin per year.
I suppose it comes down to what the mortality rate actually is.
 
The trouble with reducing the yearly genin is that we only have (12, 13, 14, 15, 16) 5 years in my model to get a population of 1000.

So the lowest we can go is 200, and that is saying that every single genin in an age group (on average) makes it to chunin.

We can push the average XP rate lower (was set at 2.5, to account for selective pressure) and push the chunin age out (18 is the high end for this, in my estimation) and get an extra 2 years... which would put a lower bound on 142 genin per year (again, assuming no deaths/disability/quit)

However, keeping a relatively high number of Genin entering as Chunin means that there is a more significant spike in mortality for Chunin in their first year (or we overshoot the expected number of Chunin). This can be partially mitigated by having a shorter duration as a Chunin, but that then demands a larger mortality for Jonin to compensate.

Would people want me to try fitting a mortality curve for, say, a renewal rate of 160 Genin, with 18 as average low-Chunin Age, and 24 as average low-Jonin age? I'll just add some skills in the lower branches for the Jonin to push them out to the needed spot.

--


Set-up a cover page and made a short estimate of the man-hour/mission resources needed to allocate to the project.

Still needs work:
  • 1 page project summary (think abstract),
  • 5-8 page project description (not the usual 15, because this is exploratory/EAGER project) where you sell the idea, describe its scope and impact
  • Detailed Budget + Justification (just need to hammer down the manpower estimates and sample size + other contingencies)
  • various other sections which will be mostly made-up fluff, most of which amount to a paragraph of content or less
Editing Power should be up on the doc.
Added some stuff for the Facilities, Equipment and Other Resources section.

@Cariyaga - Finally got around to reading through the section you mentioned a couple days ago. Looks good on a first pass - will probably evolve along with the rest as we hammer down more of the details of our approach.
 
The trouble with reducing the yearly genin is that we only have (12, 13, 14, 15, 16) 5 years in my model to get a population of 1000.

So the lowest we can go is 200, and that is saying that every single genin in an age group (on average) makes it to chunin.

We can push the average XP rate lower (was set at 2.5, to account for selective pressure) and push the chunin age out (18 is the high end for this, in my estimation) and get an extra 2 years... which would put a lower bound on 142 genin per year (again, assuming no deaths/disability/quit)

However, keeping a relatively high number of Genin entering as Chunin means that there is a more significant spike in mortality for Chunin in their first year (or we overshoot the expected number of Chunin). This can be partially mitigated by having a shorter duration as a Chunin, but that then demands a larger mortality for Jonin to compensate.

Would people want me to try fitting a mortality curve for, say, a renewal rate of 160 Genin, with 18 as average low-Chunin Age, and 24 as average low-Jonin age? I'll just add some skills in the lower branches for the Jonin to push them out to the needed spot.

--


Added some stuff for the Facilities, Equipment and Other Resources section.

@Cariyaga - Finally got around to reading through the section you mentioned a couple days ago. Looks good on a first pass - will probably evolve along with the rest as we hammer down more of the details of our approach.

I think the two straightforward solutions here are either there are a lot less genin or a lot of genin flunk out without actually dying because their jonin senseis decide they're unsuited or they just don't want to keep being ninja.
 
I think the two straightforward solutions here are either there are a lot less genin or a lot of genin flunk out without actually dying because their jonin senseis decide they're unsuited or they just don't want to keep being ninja.

Let's not forget retired due to disability - it's entirely plausible half those casualties are still alive, just not active duty (like that one desk nin we saw).
 
Alright, let me try to figure out what numbers we're balancing here and which ones are more important than others.
We want to balance:
  • Ninja death rates.
  • Ninja populations per rank.
  • Average years per rank.
If we define a death rate and a population per rank, we can derive the average years per rank out of that. If we have the average years per rank and the death rate, we can calculate the populations. If we have the populations and the years per rank, we can calculate the death rate. We cannot take fixed values for all three of these things without some really janky interactions on the sides.

So which values do we specify and which ones do we derive? I feel like recent posts have shown that calculating the death rates is lackluster, as it leads to attrition rates well beyond what even this death world seems to indicate. We would also encounter problems deriving the populations from the years of service and the death rate, as that could wind up telling us that we have 300 Genin and 600 Jounin, which doesn't match what we have seen previously in the story.

Instead, we should take some defined death (or drop-out/retire/whatever) rates (X% of Genin make it to Chuunin, X% of Chuunin make it to Jounin) and our defined ninja populations of ~1000 Genin, ~300 Chuunin, and ~100 Jounin, and calculate how long the average tenure at each rank is. If that results in values higher than we currently tend to observe (average Genin tenure being 20 years or something), we can simply lean more heavily on "I couldn't make Chuunin, never had the skill" 30-year olds and the like, who never show up at stuff like the Chuunin exams because by the time you're that old and still a Genin you're effectively irrelevant except for being economic backbone by taking C-ranks when you can.
 
Does anyone have any ideas for stunts or skills that the Kurosawa diplomats might use? After the tournament we probably will be doing a bunch of political work so would be nice to have those nailed down.
 
Does anyone have any ideas for stunts or skills that the Kurosawa diplomats might use? After the tournament we probably will be doing a bunch of political work so would be nice to have those nailed down.

Obvious first answer is a Stunt that lets you apply the Iron Nerve bonus directly to social skills (or maybe one Stunt per social skill, or a short tree boosting a couple each - there's room to play around with it). Then there could be some kind of combat style-esque skill synergy Stunts, like perfect muscular control letting you set up effects with Deceit to boost your Rapport rolls (or some such). Otherwise, I'd imagine they roll social skills like anybody else - just as Iron Nerve and even Roki don't replace the need to be good at the actual combat skills to win fights.
 
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For reference, while I feel kind of awkward thanking people for thanking me, which is why I often don't respond to such posts the way @eaglejarl does, the various things people have said about my work do mean a great deal to me, and I really appreciate them taking the time to do so.
Thanks for the feedback!

I mention something called an activator twice. Its supposed to let a civilian activate a storage seal. I think there were some designs on this somewhere.

I've made some of the edits suggested. Tense is the bane of my existence, and I will fix that once I have more spoons.

Consistency for Hazou's name will require more thought. The narrator's voice changes at the major story breaks. Its pretty formal and detached in places, and at the end its basically Orochimaru's internal dialog, where I wanted to show that they had gotten somewhat close in their twenty years of working together.

A much bigger change is that after I went to bed a realized to my horror that I didn't mention Kagome at all. Now he gets line where the rest of the Goketsu clan gets to speak.
To clarify, the consistency I meant was spelling-wise. Both parts of his name have long vowels, so he should either be Gōketsu Hazō (the "canon" spelling) or Gouketsu Hazou (the doesn't-break-various-scripts spelling).

The trouble with reducing the yearly genin is that we only have (12, 13, 14, 15, 16) 5 years in my model to get a population of 1000.

So the lowest we can go is 200, and that is saying that every single genin in an age group (on average) makes it to chunin.

We can push the average XP rate lower (was set at 2.5, to account for selective pressure) and push the chunin age out (18 is the high end for this, in my estimation) and get an extra 2 years... which would put a lower bound on 142 genin per year (again, assuming no deaths/disability/quit)

However, keeping a relatively high number of Genin entering as Chunin means that there is a more significant spike in mortality for Chunin in their first year (or we overshoot the expected number of Chunin). This can be partially mitigated by having a shorter duration as a Chunin, but that then demands a larger mortality for Jonin to compensate.

Would people want me to try fitting a mortality curve for, say, a renewal rate of 160 Genin, with 18 as average low-Chunin Age, and 24 as average low-Jonin age? I'll just add some skills in the lower branches for the Jonin to push them out to the needed spot.

--


Added some stuff for the Facilities, Equipment and Other Resources section.

@Cariyaga - Finally got around to reading through the section you mentioned a couple days ago. Looks good on a first pass - will probably evolve along with the rest as we hammer down more of the details of our approach.
Part of your post has weird font stuff going on.
 
Iron Socials

XP Cost: 55 XP with the help of one that has this stunt, 355 XP otherwise.
Prerequisites: Iron Nerve bloodline

This stunt allows the user to create a stock of expressions and gestures particularly effective in given situations. While possible to learn on one's own, it is assisted greatly by having someone skilled in its use to teach oneself.

It provides to the social skills (Deceit, Intimidate, Rapport, Presence, Empathy, Resolve) a bonus equivalent to that the Iron Nerve itself provides, usually +3, when used against someone else. This bonus functions as the Iron Nerve's bonus to physical skills does.

---
Advanced Iron Nerve

XP Cost: 55 XP with the help of one that has this stunt, 255 XP otherwise.
Prerequisites: Iron Nerve bloodline

The Iron Nerve naturally provides a significant boost to their young ninja, but its base effects -- relative to their skill level overall -- diminish as they advance. This stunt represents the long effort of the Kurosawa clan to subvert that tendency through practice.

Advanced Iron Nerve causes it to provide a bonus of +3 or Aspect Bonus, whichever is higher.
 
Wordcount: 302
[X] Action Plan: Planescape TormentBalance in All Things
  • Spend the time before game night meditating on the greater wisdom of the cosmos.
    • Strength lies in knowing oneself. If you do not know yourself, you are lost and will become a tool for others.
    • Ignorance is not a weakness, if one remains aware that one is ignorant and embraces the opportunity to learn.
    • Endure. In enduring, grow strong.
    • If you choose to see only what is before you, then you will only see part of the whole, and that makes you no better than being blind.
    • There is great strength in numbers, but there is great power in one, for the strength of the will of one may gather numbers to it. There is strength not only in knowing the self, but knowing how to bring it forth in others.
    • There must be balance in all things, or else the self will not hold.
    • Time is your ally, not your enemy. Patience can sharpen even the smallest of efforts into a weapon that can strike the heart of an empire. Your victories may be small, but over time, a greater victory may be achieved.
    • Pursue not only knowledge, but focus and discipline; not knowing oneself can physically divide you and bring forth your weakness. If you know yourself, not only can you take strength from that, but your focus can reveal the weakness of others who do not know themselves.
  • Game night:
    • Divide into four or five groups, each playing a different game.
      • Try playing at least one game of Yakuza with everyone (Ninja!Mafia).
    • Let people chose which group to join, and randomly assign them if they can't decide.
      • Recommend changing groups and trying a different game once done with your current one.
Misc:
  • For the remainder of the night, work on replenishing skywalkers. Remember OPSEC.
Given the true origin of said wisdom, I find what this says about you and/or the hivemind both enlightening and disturbing.

I was going to ask why you want Hazō to internalise it, but a moment's reflection made these things clear as it always does. You feel there is insufficient torment in Hazō's life and that of his companions. I remain, sir, your humble and obedient servant.
 
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It provides to the social skills (Deceit, Intimidate, Rapport, Presence, Empathy, Resolve) a bonus equivalent to that the Iron Nerve itself provides, usually +3, when used against someone else. This bonus functions as the Iron Nerve's bonus to physical skills does.

While generally on board with and in favour of this... I'm not really sure how Iron Nerve is adding to Resolve, and Empathy's a little dubious too - how does perfect physical memory make one stronger-willed or more socially perceptive?
 
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I should note that Hazō's XP curve is canonically above average for a Hazō due to the hivemind's influence.

This represents, among other things, the hivemind causing Hazō to make more optimal decisions.
The other part is because we keep throwing Hazo into XP-worthy scenarios!

Of course XP-worthy scenarious is basically synonymous with stressful scenarios, so, you know, mental issues everywhere. We need to stop overclocking the XP engine! Thankfully we're working on that.

I do like the idea that:

Genin: ~1.5 XP
Median Ninja: ~2 XP
Chunnin: ~2.5 XP (Above Average Ninja)
Jounin: ~3 XP (Top of the Line Ninja)
Canon Cast: ~5+++ XP
 
Given the true origin of said wisdom, I find what this says about you and/or the hivemind both enlightening and disturbing.

I was going to ask why you want Hazō to internalise it, but a moment's reflection made these things clear as it always does. You feel there is insufficient torment in Hazō's life and that of his companions. I remain, sir, your humble and obedient servant.
As is appropriate for our new Reaction!
 
I'm not sure that it shouldn't apply to Roki.
I think applying to Roki's Deceit check is reasonable, yeah.

In general, any Iron Nerve social skills should essentially allow the user to be a much better actor IMO. All checks related to this sort of thing.

But for example if Shadow Clones dispelling requires a Resolve check or something for the user to not lose some sanity or take mental consequences, that would be something outside fhe realm of things that "Social Iron Nerve" should be able to handle, get my drift?

I'm not quite sure what the wording should be to clarify that. Just "apply in social combat" doesnt work.
 
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