Voting is open for the next 23 hours, 44 minutes
Alright, so there should be two steps to the coming plan:
  1. Do something to get out of the immediate vicinity of the two patrols
  2. Cut our track by looping through weird places.
If we can do the first one successfully, we don't necessarily have to do the second by going to Rice. I really don't want to go to Rice, I doubt dealing with Orochimaru will be fun at all. (And yeah, the QMs are not going to miss the opportunity to throw us at Orochimaru if we give them the slightest chance.)

Lets see...is there a way to talk ourselves out of this? The Hot Springs ninja are not going to listen to us but maybe the Leaf ones would?

If we reach the Leaf Team fast and could get them to let us through with one of the Jiraya passphrases, we might persuade the Leaf Team to slow the Hot Springs team long enough for us to escape. Lots of ifs in that plan though.


Whelp, at least Keiko is able to nope out to Summon Realm if things turn dicey. Pangolins might not like that kind of behavior and Keiko probably wont leave before Mari is down...and probably won't have the composure to do it afterwards.
 
Wait, guys, I was literally posting about how to get out of this like yesterday. If someone not on mobile could find the post about the physics of substitution that would help enormously since I may have misremembered them.
105mph is the fastest MLB pitch, I saw when I googled it, so let's say that's a good estimate for chakra-assisted kunai throw. If we're using ~100kg kawarimi targets, and the the heaviest of the party is probably 65-70 kg, after subbing we're flying at 150+ mph. If we research expanded capacity that gets even crazier. (I think this was how the physics were confirmed to work?)

And assuming we can keep throwing them in the air (how many PMYF kunai do we carry at a time, and can we sub midair to another midair object?), if anyone ever messes with us and isn't already in close combat, we can just LEAVE and they can't do shit about it. This could also be used to travel. We just need to remember to throw one or two backward near the end of the trip to decellerate.
 
@Twofold We botched Tactical Movement roll so we have to fight. I think.

No, it just means that they caught up to us. We can still make moves and lose them if we get creative.

EDIT: This is my assumption, since if we can't we are dead or imprisoned and soon dead.

105mph is the fastest MLB pitch, I saw when I googled it, so let's say that's a good estimate for chakra-assisted kunai throw. If we're using ~100kg kawarimi targets, and the the heaviest of the party is probably 65-70 kg, after subbing we're flying at 150+ mph. If we research expanded capacity that gets even crazier. (I think this was how the physics were confirmed to work?)

And assuming we can keep throwing them in the air (how many PMYF kunai do we carry at a time, and can we sub midair to another midair object?), if anyone ever messes with us and isn't already in close combat, we can just LEAVE and they can't do shit about it. This could also be used to travel. We just need to remember to throw one or two backward near the end of the trip to decellerate.​

Okay, so how far could we get with one kunai throw assuming we get the optimal ballistic arc going?
 
Insane thought not to be taken seriously: What if we Henge into Leaf Genin and pretend to be chased by the squad? Make it seem like our Jonin got killed.
 
"Not now, Hazō, I'm trying to figure out how to not die."

Just to clarify, Mari will take time to listen to our plan? And not just take charge in a way where only action Hazou can take means direct insubordination?

Bullshit she would have to have 10 Genjutsu naturally or absolutely flubbed her roll.
Well, she rolled 1200+ which might or might not mean 24 dice. Keep in mind different jutsu give different multipliers to genjutsu score.

I actually thought it was calculation result plus 10 points, and maybe I was right after all, but the idea of bonus dice was bandied about and it could be that, as well? Either way, round two of "defend Mari while she is out of it" is not my choice of game.

If we reach the Leaf Team fast and could get them to let us through with one of the Jiraya passphrases, we might persuade the Leaf Team to slow the Hot Springs team long enough for us to escape. Lots of ifs in that plan though
What passwords? J never gave us any for dealing with patrols, we just have safe words we set up with him.

Wait, guys, I was literally posting about how to get out of this like yesterday. If someone not on mobile could find the post about the physics of substitution that would help enormously since I may have misremembered them.
Keep in mind that Kei has substitution one. That doesn't lend itself to aerial maneuvers.
 
What passwords? J never gave us any for dealing with patrols, we just have safe words we set up with him.

Maybe we get lucky and someone from the patrol team was in Iron? I told you that option involved lot of ifs. We don't really have good options left.

Keep in mind that Kei has substitution one. That doesn't lend itself to aerial maneuvers.

She can nope out to the summon realm while we do the maneuver. We can pick her up later.
 
Why fight, we have a one time use emergency code phrase with Leaf that would put us firmly under the thumb of Jiraiya should we use it. We are not exactly stuck between a rock and a hard place at present but we will be under fire from the Hot Springs first. If we find we can not run we could turtle up and broadcast the code phrase and receive some assistance from Leaf at heavy cost due to the circumstance by which we used it.

We might also think about doubling back and forcing the confrontation with the Hot Springs Patrol, if we where not as injured as we are. If nothing else we could try and go to ground right under them in the same sort of move that Akane did when she became a missing ninja. Moving stealthfully is different from hiding.
 
Insane thought not to be taken seriously: What if we Henge into Leaf Genin and pretend to be chased by the squad? Make it seem like our Jonin got killed.
That's a lot of genin. Also transformation skill and deception in single digits :/

Still, running through leaf patrol is interesting. I'd prefer to leave them injured but alive, bc dead bodies won't stop HS but injured patrol might delay/separate them.

She can nope out to the summon realm while we do the maneuver. We can pick her up later.
Could work. We'd need to send her away for a day or something, and she'd be returning blind. Also someone else gets the scroll in meantime.

Maybe we get lucky and someone from the patrol team was in Iron? I told you that option involved lot of ifs. We don't really have good options left.
No I.. I find this very dubious. This is a domestic patrol, look at their stats. The idea that someone who was in Iron and got our pass list from J is here, I can't plan with reliance on that :|

Why fight, we have a one time use emergency code phrase with Leaf that would put us firmly under the thumb of Jiraiya should we use it.
Do we? Is it universally recognized?
 
Okay, so how far could we get with one kunai throw assuming we get the optimal ballistic arc going?
Why confine it to only one kunai? Regardless, I put an estimate of our distance at something like 49^2 * sin(90 degrees) / 9.81 ~ 245 meters, which is actually not that great (ninja will cover that in something like 20 seconds iirc) and probably doesn't account for slowing down due to air resistance. (From here)

Which makes these important:
- Can we sub in midair to midair targets?
- How many PMYF kunai do we have on-hand?

Why fight, we have a one time use emergency code phrase with Leaf that would put us firmly under the thumb of Jiraiya should we use it.
I don't recall this?
 
Last edited:
Is a patrol going to engage in mortal combat to the death or are they going to just run away at the first sign of difficulty(to call for backup)?
 
On one hand, ditching XP will be very drastic and may negatively affect the quest.
On the other hand, I hate the gameplay-and-story-segregation caused by existence of XP with passion of thousand suns.
I am cautiously in favor of ditching XP. Let's do it and see if gameplay gets better.
Indeed. If it doesn't work well, we can always go back to XP.

Re: ditching XP, I worry that this results in pushing more of the work onto the QMs (they gave us the charsheets in the first place to reduce that workload) and it is more likely to lead to accusations of arbitrary QM decisionmaking
I cannot speak for the QMs, but I don't think that it would change the workload much over and above what the QMs are already doing. Like I wrote in my initial case, QMs already impose "story"-based limitations on progress, which have, in the past, included the amount of a stat or skill that could be gained in a given time period.

Perhaps instead of XP per adventure, give all skills a counter like the Pangolin training technique? I.e., for every day worth of time spent on training a skill, the skill increases by a small amount, and a new level is gained for each whole number. (If a character spends half a day on a skill, then the gain is correspondingly prorated.)

Wouldn't ditching XP incentivize us to do nothing except camp in a hole for the rest of our lives making the Becomus Goddus seal?
Yes. That is exactly what it would do.
@faflec, do you believe such a course of action to be optimal towards our stated IC and OOC goals like reuniting with our mother and abolishing the scorch squads and the system that teaches gifted children to kill? Or, for that matter, that we could convince any members of our party --- including Kagome --- to go along with that? I know I don't.

@eaglejarl, do you really believe that, or are you being sarcastic?
 
Is a patrol going to engage in mortal combat to the death or are they going to just run away at the first sign of difficulty?

We could throw the dead Leaf-nin from our scrolls at them. That should be sufficiently intimidating.

Why confine it to only one kunai?

To have a baseline.

200 meters...doesn't sound like enough. We would need multiple throws to make enough distance to fuddle our pursuers.

- Can we sub in midair to midair targets?

Yes, as long as the next kunai is somewhere where we could realistically jump from the ground.
 
@Twofold We botched Tactical Movement roll so we have to fight. I think.

@Velorien What does the roll mean, ingame?
They are making a beeline for you (you failed the Stealth roll), and their current speed is faster than your top speed.

Just to clarify, Mari will take time to listen to our plan? And not just take charge in a way where only action Hazou can take means direct insubordination?
I make no guarantees (it's @eaglejarl's update, and she is epically stressed out), but it's also unlikely that she has such a vast selection of good solutions to this problem that she won't listen to yours.
 
Perhaps instead of XP per adventure, give all skills a counter like the Pangolin training technique? I.e., for every day worth of time spent on training a skill, the skill increases by a small amount, and a new level is gained for each whole number. (If a character spends half a day on a skill, then the gain is correspondingly prorated.)

I've used a similar system in one of my quests. It's is amazingly labour intensive, and requires a lot more bookkeeping than the XP system our QM's are currently using. You need to track what each party member is doing, how much free time they have to spend of training, which training they want to do, which training they are able to do, IC considerations...

Current system abstracts most of it, and then off-loads training to us. QM's just need to do a quick check for feasibility and and IC considerations, then update the charsheets. Much easier.
 
Keep in mind that Kei has substitution one. That doesn't lend itself to aerial maneuvers
DAMN it Kei. Maybe QMs will be gracious and let us spend sub XP? :cry:

I for sure do. If we could get arbitrarily high sealing by hiding in the woods I would put money on that being the fastest way to fixing the world, given how creative the thread has proven with seals so far.

Yes, as long as the next kunai is somewhere where we could realistically jump from the ground.
Do you have the post for those guidelines? I'm gonna go on a dive for them but if you already did that would be mucho convenient
 
Hang on, what are the explosive rules again? IIRC they roll against TM?

Why don't we throw Kagome's bombs at them? Their scores aren't that high.
 
Perhaps instead of XP per adventure, give all skills a counter like the Pangolin training technique? I.e., for every day worth of time spent on training a skill, the skill increases by a small amount, and a new level is gained for each whole number. (If a character spends half a day on a skill, then the gain is correspondingly prorated.)

I've used a similar system in one of my quests. It's is amazingly labour intensive, and requires a lot more bookkeeping than the XP system our QM's are currently using. You need to track what each party member is doing, how much free time they have to spend of training, which training they want to do, which training they are able to do, IC considerations...

Current system abstracts most of it, and then off-loads training to us. QM's just need to do a quick check for feasibility and and IC considerations, then update the charsheets. Much easier.
 
Current system abstracts most of it, and then off-loads training to us. QM's just need to do a quick check for feasibility and and IC considerations, then update the charsheets. Much easier.
In fairness to @Pahan, this sounds like something the playerbase here might be able and willing to do the bookkeeping for

E: quoted the wrong bit but you get what I mean
 
Last edited:
Indeed. If it doesn't work well, we can always go back to XP.

Going back and forth like that sounds like plenty work in and of itself.

Re: goddus seal, well. It would help with all of our goals, wouldn't it? Also this isn't EJ's first rodeo, so I expect he knows what he's talking about here.

Certainly Sealing Quest is a popular enough idea in certain circles. That include Kagome.

I make no guarantees (it's @eaglejarl's update, and she is epically stressed out), but it's also unlikely that she has such a vast selection of good solutions to this problem that she won't listen to yours.
Okay, thanks. Gonna wait for @eaglejarl 's word on this then.

Re: current state of affairs, our best bet might be to see if we can find second wind.

As in, use chakra boost to sprint away for as long as feasible, to buy time and space, then roll normal TacMov to see if we can get away after all. It costs us about 20 chakra, and getting caught again would be worse, but if dice don't go insane again we should make it to iron, albeit with more trouble than planned.
 
In fairness to @Pahan, this sounds like something the playerbase here might be able and willing to do the bookkeeping for

Err...I wouldn't be so sure about that. Training Plans (and Action Plans I suppose) are already bit of a chore and we don't really see that many of them.

Why don't we throw Kagome's bombs at them? Their scores aren't that high.

That should be the score of the slowest member for them too. Also note that the Hot Springs team is suffering from malus to their dice for those rolls. Their actual TacMove in combat will be way higher.


Whelp, good luck with the plan guys. I really have no idea how we are going to get out of this one. If we don't, it has been an honor questing with you. :ninja:
 
Voting is open for the next 23 hours, 44 minutes
Back
Top