TaliesinSkye
Occasional Editor
- Location
- Northeast Ohio, United States
Reducing the yearly genin number by a lot could also fix the apparent issue.
Reducing the yearly genin number by a lot could also fix the apparent issue.
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.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.
Added some stuff for the Facilities, Equipment and Other Resources section.
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:
Editing Power should be up on the doc.
- 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
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.
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.
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).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.
Part of your post has weird font stuff going on.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.
Given the true origin of said wisdom, I find what this says about you and/or the hivemind both enlightening and disturbing.Wordcount: 302
[X] Action Plan:Planescape TormentBalance in All Things
Misc:
- 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.
- For the remainder of the night, work on replenishing skywalkers. Remember OPSEC.
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.
The other part is because we keep throwing Hazo into XP-worthy scenarios!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.
how does perfect physical memory make one ... more socially perceptive?
As is appropriate for our new Reaction!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.
Basically lying about it.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?
Couldnyou maybe put "In social combat only." or something then? I think this could interact weirdly if theres combat mechanics linked to any of these in some way.
I'm not sure that it shouldn't apply to Roki.Couldnyou maybe put "In social combat only." or something then? I think this could interact weirdly if theres combat mechanics linked to any of these in some way.
Something could still go wrong!
I think applying to Roki's Deceit check is reasonable, yeah.
Huh.
Except its acting, so does it matter? Likely not. Would give us FP too if that really was the case.Impro acting, probably. Unpredictable, which means more opportunities for foot in the mouth.
Except its acting, so does it matter? Likely not. Would give us FP too if that really was the case.