I, personally, don't think Capacity is very important. Noburi's bloodline can allow us to survive some more on our current 50 points.

On the other hand, I would really love Hazou to be able to shapeshift, but he has a lot of XP sinks already. However, Transformation levels before 20 give negligible benefits. We should either completely focus on shapeshifting, or completely ignore it. Training Transformation halfway is a waste of precious XP.

By the way, I am in favor of spending our XP on Sealing, but we would need to focus on Sealing research rather heavily afterwards if we want to see any real benefit from Sealing. (Sealing Researcher Quest is a go?)
We'll be having around 3 months of downtime anyway in which to do sealing and try out some of our ideas for zeppelins and stuff. So yeah, as long as we get away from these goons I say yes.

In other news: So, if scorch squads don't go to Iron, what if we started our economic uplift program there?
 
Plus there's Kagome's sealing projects. ...Which hopefully include more than explosives.
Let's not do anything Kagome was worried about doing until we're back at 100%, ok?

I think we should just do casino seals and the seals Kagome's already got figured out for those 12 weeks, and after we're healed we start on the scary shit.
 
Akane literally nearly died due to running too far with chakra boost. She doesn't have enough.
Capacity is not the thing Akane doesn't have enough of, common sense is. Unfortunately, I don't see a way to level Best Apprentice's common sense mechanically.

Maybe we could adapt casino seals to act as a chakra-meter, warning Best Apprentice when she is nearing dangerous level of chakra exhaustion? Or simply keep her away from circumstances where she would feel tempted to exhaust herself to death? :V

Actually, we as a team should totally stop, drop and roll think hard about low-hanging power multipliers and start chasing them in earnest.
MadScientist's sealing tech tree, zeppelins, medicine and traps seem like pretty straightforward choices here, but we should brainstorm some more in case we find some way to break the setting.

...Which hopefully include more than explosives.
Some variety would be nice, but Hazou should totally research all the variants of explosives Kagome has. And then proceed to combine them in new and horrifyingfascinating ways. Because you can never have enough explosives! Never!
 
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Capacity is not the thing Akane doesn't have enough of, common sense is. Unfortunately, I don't see a way to level Best Apprentice's common sense mechanically.

Maybe we could adapt casino seals to act as a chakra-meter, warning Best Apprentice when she is nearing dangerous level of chakra exhaustion? Or simply keep her away from circumstances where she would feel tempted to exhaust herself to death? :V

Actually, we as a team should totally stop, drop and roll think hard about low-hanging power multipliers and start chasing them in earnest.
MadScientist's sealing tech tree, zeppelins, medicine and traps seem like pretty straightforward choices here, but we should brainstorm some more in case we find some way to break the setting.


Some variety would be nice, but Hazou should totally research all the variants of explosives Kagome has. And then proceed to combine them in new and horrifyingfascionating ways. Because you can never have enough explosives! Never!
I really want instant-deployable MechApt traps to combine with PMYF to attack from unexpected vectors.

I think that talking to Akane about this would suffice. She literally stopped breathing, Hazou has warrant to panic-rant-hug her.
Let's not do anything Kagome was worried about doing until we're back at 100%, ok?

I think we should just do casino seals and the seals Kagome's already got figured out for those 12 weeks, and after we're healed we start on the scary shit.
Doesn't have to be 100% as long as we level sealing a little. But I do agree, sadly. We can talk to Kagome about sealing ideas for himself, though, preferably dead ends on our tech tree so we don't have to learn them later.
 
Capacity is not the thing Akane doesn't have enough of, common sense is. Unfortunately, I don't see a way to level Best Apprentice's common sense mechanically.
She ran out of chakra and had to be revived by Noburi. In a combat situation Noburi would be busy and Akane would die, either to chakra exhaustion or to her opponent.

Edit: The next time we run we might not have the luxury of slowing down for her anyway. It's a bad idea.
 
She ran out of chakra and had to be revived by Noburi. In a combat situation Noburi would be busy and Akane would die, either to chakra exhaustion or to her opponent.

Edit: The next time we run we might not have the luxury of slowing down for her anyway. It's a bad idea.
You are entirely correct, but your argument doesn't really address mine.

Akane ran out of chakra primarily because she didn't request chakra transfusion in time. This can happen while she has any capacity that is less than Noburi's.

Yes, getting more capacity makes our group slightly more robust. I just think there might be other, more important things we can spend XP on.
 
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I think that we should level capacity sometime soon, even if we don't do it right now.

We won't always have time for a drink. Like if we run low in the middle of a fight, for example.

Sealing is shiny, but survival comes first.
 
Plus there's Kagome's sealing projects. ...Which hopefully include more than explosives.
I made provisions for this too. See below.

So, some info on training/researching during recovery.

If I'm reading the timeline correctly, all the research on PMYF 1.0 appears to have occurred during Ch. 56 Summons & Sealers, set between Jan 17 and Feb 3 (2.5 weeks) while Macerator 1.0 occurred during Ch 58 Part 2 Landing in Hot Water between March 22 and April 2 (2 weeks).

Taking this as the basic unit of time and combining it with integer multiples which I totally pulled out of my ass, the sealing shortlist looks something like this:
  • Sealing Modularity - 6-7.5 weeks
  • Seals that generate jutsu - variable, probably around a 2.0 seal (4-5 weeks)
  • Summoning Scroll Analysis (Keiko has veto) - 2 to 5 weeks depending on how in depth we go and how complex it is (assume it'll be on the high end)
  • Storage seal modifications
    • PMYF v2 - 4-5 weeks
    • Linked Cargo-Transferring Storage Seals - 6-7.5 weeks
    • Expanded capacity - 2-2.5 weeks
    • Macerator Seal v2 - 4-5 weeks
    • Stressless Storage Seal - 6-7.5 weeks
    • Civilian-Usable Storage Seal - 4-5 weeks
  • Reproduce the Casino Chakra-Detection Seals - 2-2.5 weeks
    • Simple sound-output seal - 2-2.5 weeks
    • Simple light-output seal - 2-2.5 weeks
  • Force Wall projected from a single, mobile seal aka Force Shield - 6-7.5 weeks
  • Five-Seal Barrier mods
    • One-Seal Barrier - 8-10 weeks
      • Mobile One-Seal Barrier - 10-12.5 weeks
  • Chakra draining seal - 4-5 weeks (assuming it's longer than 'basic' seals due to Kagome's concerns below)
    • Chakra battery seal - 6-7.5 weeks
Interestingly, I saw that we got some feedback from Kagome in Ch 32 Taking Risks about some earlier sealing ideas:
Kagome was very keen on (or at least not terrified of) a seal which merely combined the functionality of a storage seal with the trigger mechanism of an exploding tag, both common seals with which Hazō was already becoming proficient.
This seems to indicate a higher degree of modularity than at least I've been assuming, which would both make full modularization more feasible and less important.

WHAT THE HELL WHY WOULD YOU EVEN WRITE THAT SYLLABLE NEVER MIND THINK OF PUTTING IT INTO A SEAL ARE YOU CRAZY OF COURSE YOU'RE CRAZY WE'RE ALL CRAZY THAT LAST SEAL MUST HAVE GONE WRONG AND NO ONE KNOWS AND NOW HE WANTS TO INVOKE THE DEVOURING SUN AND PUT AN END TO EVERYTHING BEFORE THE SPIDERS START COMING OUT OF EVERYONE'S EYESOCKETS AND IT'S ALL MY FAULT
This is in regards to the 'uuum' seal, which does nothing but make a tiny light, so it sounds like there's a story there.

The chakra drain seal was labelled "Seriously Dangerous"
This one is included in the sealing shortlist, so I'm curious if Kagome thinks we might be able to handle it now. I wonder why it's so dangerous?

.................................................................................................................................................................................................,........................................

SO, my thoughts on the recovery timeline (making the large assumption that we get this time to hide out uninterrupted [HAH]):
March 10-11: Team flees to Iron, gets secure, and debriefs
March 12: Intense discussion about sealing possibilities, further secure perimeter, start resting up
March 13-Jun 3: Pick some combination of projects, e.g. 5-6 simple ones, a medium one and 3-4 simple ones, two hards, whatever
Probably devote the first 4 weeks to Kagome's projects, so Hazou can get a die back and maybe level sealing to recover from/compensate for malus
Prefer doing easier projects first so that we're confronting harder projects with fewer penalties
Have uninjured and less injured party members on frequent scouting parties to local villages or cities (Yuni?) to gather info, find contacts we might make use of
Maybe get Noburi some medic training, if Jiraiya's contact will take him. Else we'll have to ask the pangolins or Orochimaru or something​
Jun 3: Have Keiko's birthday party! Maybe one of her presents can be a sealing project?

If we give Kagome free reign the first 4 weeks, my votes for what to research would be:
[] Research Hazou: Modularity
If modularity making future research easier is a thing, we need it. We probably won't be sitting around for 12 weeks in the future. If we can get some of this done during Kagome's 4 weeks due to not testing so actively, do a simple seal afterwards (expanded capacity or casino seals) as a proving ground

If not, I'm ambivalent between (but am happy to change my mind on)
[] Research Hazou: Force Shield
[] Research Hazou: Linked Cargo Seals
[] Research Hazou: PMYF v2 & Civilian Storage Seals

E: Just to be clear, I'm not proposing a 3-month sealing time skip. I'm just pointing out one way we could use the roughly 3 months of downtime.
 
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Akane ran out of chakra primarily because she didn't request chakra transfusion in time. This can happen while she has any capacity hat is less than Noburi's.

Yes, getting more capacity makes our group slightly more robust. I just think there might be other, more important things we can spend XP on.
I addressed your statement (Akane lacks common sense, not chakra capacity) by arguing that Akane does lack capacity, and we should fix that. As to her requesting transfusion, it's because we were running from a forest fire, Leaf-nin, and Hot Springs-nin. Not much time to stop and refill from chakra boost, especially given the forest fire rolled 17 die.

That reminds me, though. We really should have Akane and Noburi work together to make a barrel with the ability to give chakra water while on the run. Something like an extendable hose to drink directly from the barrel. Or better yet, we can make 0.5L barrels filled with their own chakra water: these can be considered "part" of Noburi's chakra pool but when we need to drink Noburi can just hand them out, we open and drink. Much easier.
 
I would strongly prefer us to bump up sealing by at least one point on Hazou, otherwise we won't be able to do research with him for 3 months. Ideally two, but I understand the issue there; he truly does need more capacity and stealth. So maybe we go with a mix of Sealing, capacity, and stealth for him?

I, too, would like to level Hazou on everything and the kitchen sink all the the time. Unfortunately he doesn't have access to unlimited XP. At best we can pursue two of the options you listed, and even then we are forced to compromise.

I'll just restate what I said earlier. There are two sealing projects I would have us pursue next.
  1. Casino Seals
  2. Tripwire Seal leading to civilian usable storage scrolls
Both should be relatively easy and doable even in our injured state. We don't need more Sealing levels to crack them. At worst, we wait till we get one malus off and spend that time training other things and working on other things.


Just in case people are starting to flounder about Capacity, here's my point about it again. Currently Hazou and Akane have chuunin level skills but genin level chakra. If they fight at their level, it will look something like this:


Hazou: 50 CP

>Fight Starts<

Hazou uses TacMove to close in on the enemy with max chakra boost. -20 CP

Hazou beats the shit out of the enemy with max chakra boost. -20 CP

Something unexpected happens and Hazou has to Subsitute away. -8 CP

Hazou: 2 CP!

If the fight is not over now, Hazou is utterly screwed. He has no chakra left to do anything. No emergency Substitution, no walls, no henge gambits, not a single dice boost left. Note that this is pretty much the minimum essentials I would expect Hazou to get away with in a serious ninja fight.


Every extra level of Capacity will get Hazou one more chance to either Substitute, Transform, or build 9.5 meters of 1 meter high (barely enough for a genin to hide behind) Earth Wall with the thinnest possible setting.

Same goes for Akane, except she only has to worry about Substitution chakra, so I guess in theory she could get away with a touch lower Capacity. (not really recommended)

Capacity 8 (42 XP) is the absolutely lowest we can go for Hazou. Personally I won't be voting for any plan that doesn't involve at least that.
 
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Huh.

According to the player docs:
For physical tasks or Intimidation, you can spend 5 points of chakra to buy an extra die. Chakra is finite and if it hits 0 you pass out. Some techniques may allow you to put additional chakra into them for larger effects;

The maximum amount of additional chakra you can put in a technique may vary, but by default equals the skill level divided by three (round up).

The maximum amount of chakra you may put into a skill is equal to skill level divided by four (round up).
So are the rules outdated, or are we only allowed to buy 1 extra die for every 15 skill levels? Because that's how it's worded.
 
So are the rules outdated, or are we only allowed to buy 1 extra die for every 15 skill levels? Because that's how it's worded.

...no?

Buying one dice costs 5 Chakra Points.

The max dice you can buy for a skill is the skill level/4 rounded up. Meaning Hazou can add 4 boost dice to his Taijutsu 15. That's 20 CP.

Boosting ninjutsu is easier, the max boost dice for a standard jutsu is jutsu level/3 rounded up.

It says so right there.
 
I, too, would like to level Hazou on everything and the kitchen sink all the the time. Unfortunately he doesn't have access to unlimited XP. At best we can pursue two of the options you listed, and even then we are forced to compromise.

I'll just restate what I said earlier. There are two sealing projects I would have us pursue next.
  1. Casino Seals
  2. Tripwire Seal leading to civilian usable storage scrolls
Both should be relatively easy and doable even in our injured state. We don't need more Sealing levels to crack them. At worst, we wait till we get one malus off and spend that time training other things and working on other things.


Just in case people are starting to flounder about Capacity, here's my point about it again. Currently Hazou and Akane have chuunin level skills but genin level chakra. If they fight at their level, it will look something like this:


Hazou: 50 CP

>Fight Starts<

Hazou uses TacMove to close in on the enemy with max chakra boost. -20 CP

Hazou beats the shit out of the enemy with max chakra boost. -20 CP

Something unexpected happens and Hazou has to Subsitute away. -8 CP

Hazou: 2 CP!

If the fight is not over now, Hazou is utterly screwed. He has no chakra left to do anything. No emergency Substitution, no walls, no henge gambits, not a single dice boost left. Note that this is pretty much the minimum essentials I would expect Hazou to get away with in a serious ninja fight.


Every extra level of Capacity will get Hazou one more chance to either Substitute, Transform, or build 9.5 meters of 1 meter high (barely enough for a genin to hide behind) Earth Wall with the thinnest possible setting.

Same goes for Akane, except she only has to worry about Substitution chakra, so I guess in theory she could get away with a touch lower Capacity. (not really recommended)

Capacity 8 (42 XP) is the absolutely lowest we can go for Hazou. Personally I won't be voting for any plan that doesn't involve at least that.
We actually can get everything you want AND a level of sealing.

Training Proto-Plan Hazou:

Wits 5 [10]
Int 13 [36]
Sealing 13 [49]
Stealth 9e10 [58]
Stealth 10e11[68]
Chakra Capacity 8 [120]
Save 2 XP

e: Messed up on stealth math a bit, fixing it now (fixed)
 
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...no?

Buying one dice costs 5 Chakra Points.

The max dice you can buy for a skill is the skill level/4 rounded up. Meaning Hazou can add 4 boost dice to his Taijutsu 15. That's 20 CP.

Boosting ninjutsu is easier, the max boost dice for a standard jutsu is jutsu level/3 rounded up.

It says so right there.
Oh is that what it means? I was wondering because it said that we had a limit to the amount of chakra we could add (1/3 or 1/4 skill), and we need 5CP per 1 skill die.
 
Except you are effectively dropping Stealth here.

That is because Stealth 12 is not enough. TacMov 15 failed us already, if we want to successfully cross borders and not get caught our pants down, we are going to need the 15 Stealth.
TacMove 15 only failed us because we were escaping after we fucked up on a mission. We'd have been a lot quieter if it hadn't been for that.
 
That is because Stealth 12 is not enough. TacMov 15 failed us already, if we want to successfully cross borders and not get caught our pants down, we are going to need the 15 Stealth.
We can't do training until we get settled down, and we can't do that until we cross borders (Fire to Iron). I feel like we'll be in Iron/the area for a while for training & healing, and then a visit to Uzu, and then (maybe) trying to find a merchant caravan to "help".
 
it said that we had a limit to the amount of chakra we could add
Yeah I expect that the rules there are meant to say maximum amount of additional dice, not additional chakra.

TacMove 15 only failed us because
BECAUSE WE ROLLED LIKE TOTAL GARBAGE :mad: ~1% chance of doing as badly as we did or worse. We had a ~70% chance of beating the HS team on that first roll. *continues grumbling*

No we don't. We just finished escaping them last update.
We don't know they're dead, and the forest fire will probably attract a lot of attention. While this doesn't have any bearing on training plans since we won't be leveling up immediately, let's not assume we're off scot-free yet.

With that in mind (trying to take feedback into account):
[] Proto-Plan: Breathe, Drink, Flee
Goals
  1. Survive.
  2. Get out of semi-immediate danger, recover somewhat
  3. Get to more long-term safety, begin full recovery
Methods
  1. Noburi finishes field-treating Akane, Inoue carries her, get moving again.
  2. Continue on our route to Iron to get away from the area of the forest fire.
    1. The fire will have drawn a lot of attention. Prefer speed at first to get clear of the area, then switch to stealth so incoming teams will miss us/our camp
  3. If we detect no threats, go to the nearest body of water and gather as much chakra is available to be distributed before resting
  4. Identify somewhere fairly well hidden/secure to camp. Fortify as well as possible with our currently limited resources.
  5. Follow the pre-pursuit plan with the following modifications:
    1. No Swamp of Death, as per Mari's instructions and our current sorry state
    2. Debrief plan changes from Hugs for Everyone - specify we are showing Kagome the the shortlist, need to decide what to do with Noburi, do we change how we approach Akane given what just happened, how to phrase things with Kei, pick apart/add to @Kiba's failure analysis for the whole-team postmortem
Contingencies
  1. Disguise-henges if chakra permits.
  2. Genin ride/get carried by jounin to a campable spot if necessary.
 
We can't do training until we get settled down, and we can't do that until we cross borders (Fire to Iron). I feel like we'll be in Iron/the area for a while for training & healing, and then a visit to Uzu, and then (maybe) trying to find a merchant caravan to "help".

Yeah, it's irrelevant for our current situation. I'm more interested about the next time we start hopping borders. That might be in a week or two, depending what Iron looks like and how paranoid we are feeling.

TacMove 15 only failed us because we were escaping after we fucked up on a mission. We'd have been a lot quieter if it hadn't been for that.

Please take another look at the rolls that got us almost caught:

Noisiest party members: Stealth said:
9d100 = 433​
Hot Springs pursuit: Awareness said:
?d100 = 584​
Nearest Leaf patrol: Awareness said:
?d100 = 647​
Slowest party members: Tactical Movement said:
15d100 = 511​
Hot Springs pursuit: Tactical Movement said:
?d100 = 693​
Nearest Leaf patrol: Tactical Movement said:
?d100 = 550​

Yes, Hot Springs was chasing us because we messed up, but they also got huge penalties thanks to delay and our prep work. Note how the Leaf patrol, that had no idea we were coming, has comparable dice in both occasions.

My understanding is that as we currently are, we are taking huge chances while crossing borders and 12 dice to Stealth is not going to fix that. Remember that we will be crossing borders a lot in the future and the amount of people looking for us will only climb as time goes on.

For anyone really liking probabilities and other weird voodoo, comparing instances Stealth 9/ TacMov 15, Stealth 12/ TacMov 15, Stealh 15/ TacMov 15, and Stealth 9/ TacMov 18 might be really fruitful for this discussion.
 
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