Well, Durability 20 is just Strain : 2010, or 402 CP. Totally feasible! Cannai is more expensive than that. And that's TN 200, 20 Stress Boxes (so 260).
We could get that with a jutsu that makes Durability : 6 + Effect x 2 chakra constructs, cast at Effect 7 (Level 60). Once. But once is enough.
 
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Does this completely cap secondaries at the level of primary, or does it just cap (Level + Primary Bonus), with further buffs being unaffected
Further buffs are unaffected.

Are you planning on retaining the current system where initiative is not rolled?
Yes.


Is this per invoke? How is Elemental Advantage determined? If a Lightning ninja is attack Hazou (an Earth Natured ninja) does he get to invoke at 5x efficiency? This seems .... powerful.
Elemental advantage is applied automatically. It doesn't require an FP and doesn't change the value of invokes.

Elemental Advantage is determined when two jutsu clash. For example, Sasuke casts Heckin' Big Fireball at Noburi who blocks with Hozuki's Mantle (water). Water beats fire in the elemental circle (Water > Fire > Wind > Lightning > Earth > Water) so Noburi gets a bonus on his roll.

Is Hazou currently able to cast MEW? Will the XP difference between AS and EES be refunded?
Yes to both.

For the sake of clarity, your Primary ninjutsu can change if you level a new jutsu above your current Primary? For instance, Hazou would currently have Earthshaping as his Primary at level 50, but supposing he leveled Earth Kraken's Tentacles to 60, would EKT then become his Primary for the purposes of this ninjutsu?
Correct.

  1. Noburi has Hozuki's Mantle up and is attacking Hazou, who retaliates with Bleeding River Impalement
  2. Asuma is fighting Mari, who is using her new storm barrier jutsu, and casts a heck-off huge fireball jutsu at her
  3. Noburi is using Water Whip to fight Akane, who has buffed her Taijutsu with Flame Aura
  4. As before, but Noburi is using Hozuki's Mantle and a chakra scalpel in improvised MW combat
  5. Hazou raises a MEW to defend against Haru, who has cast a Lightning buff on his Taijutsu and moves to punch through the MEW
  6. As before, but Hazou raised the MEW long before the fight started to block the entrance to the cave he's hiding in
  7. As before, but Hazou didn't use MEW at all, and simply used his ninja strength to roll a conveniently-located boulder into the mouth of the cave
  8. Kei uses a wind jutsu to speed up her kunai as she throws it at Haru, who has a lightning taijutsu buff up. By the time the kunai reaches Haru it is unaffected by the wind jutsu except for its increased speed
Elemental circle for reference: Water > Fire > Wind > Lightning > Earth > Water

  1. Earth beats Water, so Hazō has advantage
  2. Fire beats wind, advantage Asuma
  3. Water beats fire, advantage Noburi
  4. The MW bonus from Hozuki's Mantle is based on tentacles that lash out at nearby enemies. These are water-based so would technically give Noburi advantage. I might be inclined to grant only partial advantage but according to RAW he would gain the full benefit.
  5. This is a weird one. If the MEW is real stone then no elemental advantage accrues. If it's a chakra construct then Lightning beats earth, advantage Haru.
  6. No advantage.
  7. No advantage
  8. No advantage.

And just to be sure: you're only allowed to do this in the elements that you have the stunt in, right? If Hazou learns all the elements and then picks up Elemental Apprentice in Earth, Water, and Wind, he gets a discount on those three elements but not on his Lightning jutsu?
Correct.


Actually, how does this work with Kei's Shadow ninjutsu, which are labeled as elemental?
Shadow doesn't appear on the elemental circle so it neither gains nor loses advantage.
 
Further buffs are unaffected.


Yes.



Elemental advantage is applied automatically. It doesn't require an FP and doesn't change the value of invokes.

Elemental Advantage is determined when two jutsu clash. For example, Sasuke casts Heckin' Big Fireball at Noburi who blocks with Hozuki's Mantle (water). Water beats fire in the elemental circle (Water > Fire > Wind > Lightning > Earth > Water) so Noburi gets a bonus on his roll.


Yes to both.


Correct.


Elemental circle for reference: Water > Fire > Wind > Lightning > Earth > Water

  1. Earth beats Water, so Hazō has advantage
  2. Fire beats wind, advantage Asuma
  3. Water beats fire, advantage Noburi
  4. The MW bonus from Hozuki's Mantle is based on tentacles that lash out at nearby enemies. These are water-based so would technically give Noburi advantage. I might be inclined to grant only partial advantage but according to RAW he would gain the full benefit.
  5. This is a weird one. If the MEW is real stone then no elemental advantage accrues. If it's a chakra construct then Lightning beats earth, advantage Haru.
  6. No advantage.
  7. No advantage
  8. No advantage.


Correct.



Shadow doesn't appear on the elemental circle so it neither gains nor loses advantage.
Am I understanding this correctly, that if you are using an Elemental jutsu of one element to attack or have one as an active buff, the dominating element gets +AB on their roll?

So if you used Pangolin Earth Armor someone attacking with a Lightning jutsu hits at +AB

Or if you had Pangolin Flash active and someone hit you with a Wind Block, that Block rolls at +AB
 
I completely missed this campaign. What was the issue with the previous system that you thought was worth lobbying against?
Shrooms said:
I have three big issues with variable initiative (that is, redoing the initiative order at the start of each round.)

1: Can be unfavorable to people who buff Alertness:
Counterintuitively, sometimes buffing your Alertness can be harmful to you. I know paper has said one of the reasons he wants to leave initiative variable is so mid-battle Alertness boosters stay useful, but I would argue this harms some of the pre-battle initiative boosters in the process (also mid-battle Standard Action boosters still suck either way lol). For example, imagine Hazou leveled Living Roots (lmao). If he had it at level 40, he would get +15 to Alertness while standing still, and when the fighting starts may get to go first against an opponent. However, the moment he has to start moving, he, paradoxically, becomes slower, as his Alertness bonus will drop to a mere +5 and may end up behind in initiative order in the second round. I don't feel like I need to justify why having two turns in a row is extremely powerful, as being able to trap or debuff an opponent and then attack them without giving them a chance to address the Maneuver with a jutsu or item is obviously very strong, but I can provide examples if needed. So he would arguably be better off having not casted living roots at all, to avoid giving his opponent the chance to double up like that. And I know paper has also gone on to say that it's unlikely to cause double turns in a group battle (will touch on this more in section 2) but I think it is certainly plausible to make Hazou himself have to wait two enemy rounds to attack, especially for a stronger Alertness buff, which means that the bigger your Alertness buff is the more likely you are to be screwed over by it, which is the opposite of what you should want.

2: Allows gimmicky self-debuff builds:
If we start the match debuffed with something like Banshee Slayers or w/e to decrease Alertness by -2AB or so, we can allow the opponent to go first, and then on our turn use a supplemental to switch off debuffs and turn on buffs. Let's just say 2AB worth. If you have Alertness 50, this swings your Alertness score by 24. At Alt 60, 28, and so on. Even in a group battle, Hazou could nearly guarantee he would go last and then first to give himself a double turn. This gives us two standards in a row to exhaust their supplementals and then attack them full force. Or put them in some kind of Ath debuff or trap such as Goo Bombs they could ordinarily escape or counteract on their turn, but since we go twice we get to just kill them instead. And anyone could do this if they notice starting a battle with worse Alertness and then turning off their debuffs lets them blitz their opponent. The argument against this is just... "that would be dumb, why would ninja do that?" And... yeah, it is dumb. I don't like this strategy or how effective it can be. If you have to prevent it by just forcing characters to not do it/ban self debuffing or traps that could benefit from double turns, maybe the issue is just the double turns themselves.

3: Does not suit the simulation:
I think part of the issue is that Alertness is having to perform two roles, simulating both reflexes and speed (sometimes). At the start of the battle people roll Alertness to see whose reflexes are quicker, sure... but mid-battle, everyone is already moving. It doesn't make sense that turning off Banshee Slayers can plausibly change the turn order, it doesn't speed you up to hear better. Or someone casting Hiding in the Mist or some other obscuring jutsu by you, you basically lose a turn from Alertness dropping. Do you just slow down mid fight for some reason? But then there are effects that logically would slow you down like Goo Bombs, but initiative order stays the same! Differences in speed, to me, are resolved already by your TJ/Athletics/etc rolls and those getting debuffed make sense for "slowing you down" effects moreso than changing initiative order imo. Initiative order should just reflect who was most on the ball when the battle broke out and stay that way as everyone is maximally acting at all times during the fight, and the slower people are going to have worse combat rolls regardless.

Thoughts:
- I would personally advocate just locking in initiative after R1. It is the easiest solution, maintains system balance the best, and is honestly how I thought it already worked until we started discussing chakdar. I think it reflects the reality of the battle turns being simultaneous much better and prevents gimmicks/self-harming double turns from buffing your own Alertness.
- The "everyone rolls Alertness, then subtracts 20 until they run out of Alertness" turn order solution is interesting but I'm afraid it's a little unwieldy as well as making Alertness much stronger than it already is. I wouldn't prefer it but it is probably my second pick for fix though.
- "After R1 making Athletics the initiative stat" is interesting but makes Athletics significantly stronger and its already arguably the best combat skill. I would not recommend this despite finding it conceptually interesting.
 
We should assume that [General Combat Training and Elemental Specializations] here don't stack with each other (seems obviously so, but isn't explicitly stated)?
I think I'm confused. What skill overlaps between these two?

I was thinking more of the buffs to secondary Shadow jutsu or buffs to learning a new element if Shadow jutsu counted as one.
Let me get back to you on this once the others are awake.

Am I understanding this correctly, that if you are using an Elemental jutsu of one element to attack or have one as an active buff, the dominating element gets +AB on their roll?

So if you used Pangolin Earth Armor someone attacking with a Lightning jutsu hits at +AB

Or if you had Pangolin Flash active and someone hit you with a Wind Block, that Block rolls at +AB
It's specifically for when two elements directly oppose, such as a fireball hitting a water barrier or a wind blade slashing through a fireball. I don't think PF and WB are directly interacting, but that's my off-the-cuff.
 
  1. Noburi has Hozuki's Mantle up and is attacking Hazou, who retaliates with Bleeding River Impalement
  2. Asuma is fighting Mari, who is using her new storm barrier jutsu, and casts a heck-off huge fireball jutsu at her
  3. Noburi is using Water Whip to fight Akane, who has buffed her Taijutsu with Flame Aura
    1. As before, but Noburi is using Hozuki's Mantle and a chakra scalpel in improvised MW combat
  4. Hazou raises a MEW to defend against Haru, who has cast a Lightning buff on his Taijutsu and moves to punch through the MEW
    1. As before, but Hazou raised the MEW long before the fight started to block the entrance to the cave he's hiding in
    2. As before, but Hazou didn't use MEW at all, and simply used his ninja strength to roll a conveniently-located boulder into the mouth of the cave
  5. Kei uses a wind jutsu to speed up her kunai as she throws it at Haru, who has a lightning taijutsu buff up. By the time the kunai reaches Haru it is unaffected by the wind jutsu except for its increased speed
Reading through this again got me idly wondering what it would look like to have all of these battles happening at once. Or rather, what would have to happen in-story to get a fight scene like this.

Let's see, we have Hazou fighting two opponents, Noburi and Haru, while Noburi is also fighting Akane. This gives us a coherent core: Noburi and Haru are fighting Hazou and Akane. Kei fighting Haru means we can add her to the Hazou side of the fight. Asuma and Mari are unconnected from the rest of the graph, but I think I have an idea for how to fit them in.

See, Akane and Asuma being part of the fight means this is most likely a post-necromancy scenario, with those two being among the people Hazou has successfully found in the Pure Lands. We can naturally expect them to be on Hazou's side (because we wouldn't be rezzing people who haven't already gotten on board with Project Phoenix and our ambition to keep rezzing people until we can demolish the Akatsuki and return to Leaf) so we can place Asuma on Hazou's side of the fight and Mari on Noburi's side.

It seems likely to me that in this timeline Hazou went missing alongside Kei while Noburi, Haru, and Mari all stayed behind in Leaf. Some time after Hazou added Akane and Asuma to his team, the rest of Team Uplift - still obligated to act as loyal Leaf-nin - manage to track us down. Mari and Asuma square off as the most obviously powerful members of their respective teams, and Mari's had time to level that jutsu she got from Orochimaru so she's ready to try out her big strategy of laying down an S-Rank defense and then comboing it with a genjutsu. Asuma's hand is forced: he has to shut that plan down immediately, so he goes all-in with the biggest fireball he's got.

Meanwhile, Noburi prepres Water Whip, Akane buffs up with Flame Aura, and they charge each other. Noburi drives Akane off with the help of elemental advantage, and turns to confront Hazou, who panicks and uses Bleeding River Impalement even though he's never once leveled the jutsu. This does, however, distract Noburi long enough for Akane to come back with a vengeance. Noburi manages to fumble the Water Whip as he calls up Hozuki's Mantle and, desperate to fend off Akane, makes a chakra scalpel and starts swiping away.

Haru, now with his melee buff up, focuses on Hazou who is fully in panic mode right now. Hazou's about to Hide Like a Mole but Haru attacks first, forcing Hazou to put up a MEW to defend himself. Hazou quickly retreats underground and then hides in the cave, and Haru starts busting down the cave's defenses. First the boulder at the cave mouth, and then the MEW wall Hazou prepared earlier inside the cave. But before Haru can finish hunting Hazou down, Kei finally takes her shot and snipes Haru from a distance.

Now, who wins? Kei likely has Haru covered, and Akane seems to have the edge against Noburi. It could be a clean sweep for Project Phoenix... but in the end it really comes down to the Elite Jounin duking it out off to the side. If Asuma succeeds at overwhelming Mari's shield jutsu on turn 1, it's probably over for her: Asuma's older and more experienced and his build is more directly suited to "kill you in the face" combat. If Mari manages to snag him in a genjutsu... well, then they're both stuck there. If Mari works fast she might be able to disable Asuma before her shield jutsu resolves, letting her then rush forward to finish him off before cleaning up whoever survived of Hazou, Akane, and Kei. But if she's not fast enough, if Asuma's willpower is strong enough to weather her storm at least for a little while, then her protective jutsu fades and it all comes down to whoever wins the chuunin showdown. Since that's likely to be Hazou's side, Mari is faced with a difficult choice: abandon the genjutsu and face a full-power Asuma head-on, or keep it up and maybe get taken out while she stands there immobile. Either way, she's not likely to win this fight, so she probably decides to flee rather than keep fighting a losing battle. The "Suspiciously Specific Elemental Interactions Battle" ends with a victory for Team Hazou!
 
Made a big round of changes to Geode Coffin jutsu (and to the "my thoughts" section).

Geode Coffin


A beautiful formation of crystalline spikes encloses your target, both trapping and protecting them. You can choose to explode the shards outwards, freeing the captive and maiming anyone nearby, or crush the spikes inwards to mangle your helpless foe.

TypeAttackStrain
ElementEarth
Effect1 to 2*AB
DurationHalf a Minute+30
DurabilityEffect+6, +21, +47,+82, +127, +183...
RangeEffect/2 Zones+0, +20, +20, +40, +40, +60...
Cast Speed1 Standard+0
AOEMelee(Capture), 1 Zone(Explosion)+40
DisadvantageBreaks Very Painfully-40
DisadvantageRequires Apprentice Earthshaper-30
"Disadvantage"Conducts 1/2 of stress from Lightning to caster-20
AdvantageWeapons:1+30
AdvantageAttack Bonus: +2xAB+60
AdvantageConditional Permanence+10
AdvantageMulti-Mode Attack (capture, then explode or crush)+30
AdvantageRestricted Reflexive Cast+20
TotalsStrain: 136, 171, 197, 252, 298, 373, 439, 534, 620, 735, 841, 976...CP: 28, 35, 40, 51, 60, 75, 88, 107, 124, 147, 169, 196...
-2 CP if there is a source of the element (earth) nearby.
The target(and anyone in Melee with them) is encased in a structure of crystalline spikes. This is a standard action against a target(s) within (Effect/2) zones, rolling (Geode Coffin + [2xAB]) vs Athletics.
Alternatively, the user can cast Geode Coffin around themselves as a reflexive supplemental action, rolling (Athletics + [Geode Coffin/2]) to shield themselves before an attack hits. Anyone in Melee with the caster may choose to roll athletics to escape before the Geode Coffin's formation, but a melee attacker who does not abort their attack takes a -15 to this roll.

The Geode Coffin forms as a hollow blob made of spikes that extends underground(where ground is present) to completely encase the target. It has Durability: 2*Effect. Lightning jutsu is partially conducted to the caster via the abnormally deep chakra connection to the Geode(Lightning-based stress is split 50/50 between the Geode and the caster).

While the Jutsu is active, the user may crush the spikes inward as a standard action, making a devastating attack on anyone stuck within. This crush attack uses (Geode Coffin) at Weapons:1, but conventional defences like Ath/MW/Tai can only defend at 1/3 value.
Alternatively, the user may violently end the technique as a supplemental action by exploding the spikes outward as a (Geode Coffin + [2xAB]) attack at Weapons:1 against everyone in the zone who was not in the Geode.

The "jutsu" part of this technique is only active for about 30 seconds, during which time enemy earth-penetrating ninjutsu(such as tunnelling jutsu) must roll against the user's Geode Coffin skill to pass through the Geode.
If the Geode is destroyed while the technique is active, it explodes outward as if the user ended the jutsu early, and the user suffers mental backlash, defending against (30+5*Durability) with Resolve.

Similar to MEW, the geode is predominantly composed of quartz crystal if it was formed in contact with the ground, and is a chakra construct if not. Once the jutsu ends naturally, a Chakra-construct will crumble and fade to nothingness, while real quartz remains(potentially trapping its victims).





Changelog:
Max Effect is 2*AB
Durability is equal to Effect
Backlash is (30+[5*Effect]), Making high-level use less prohibitive.
Lightning attack on the Geode split stress 50/50 with the caster. this is a "weakness" because lightning is bypassing a defensive technique to attack the user, but in practice it actually improves the Jutsu, both as a shield and a kill/capture tool.

It gives a big reactive defensive bonus, then sticks us in a seriously tough bunker. It also has devastating offensive power against anyone who can't escape within one turn. And it can explode open in a dramatic AOE. very versatile.

The main drawback is that if the Geode is destroyed, the casters brain melts. Hazou's stupidly high Resolve lets him cast it at 59(Effect 12, Durability 12) and walk away with only 2 milds if it somehow breaks. And breaking out of it in one turn takes an attack of 156(or an attack of 120 with weapon 12)

The other "weakness", conducting lightning, actually works the jutsu's advantage; the Geode has a better defence than Hazou does, and splitting the damage 50/50 keeps it up for way longer, and makes it very hard to escape quickly by doing the sensible thing of Lightning-ing the wall. Sure, Hazou gets burned, but who cares if we get to crush an Essie who's lost 2/3rds of their defence,

Offensively, The roll to capture is the weak link. skill+2xAB looks big, but it's threatening-looking enough that people will pull out all their tricks to not get trapped. It's done with some setup, to take advantage of debuffs or tags/invokes when capturing sufficiently dangerous targets. Once you've caught someone, they're pretty fucked unless they have another Essie trick to escape, and several of the obvious-seeming responces are actualy traps(HlaM, Lighting jutsu).

The Jutsu has a good reason to exist in-universe, as some capture-specialist Jounin's signature technique before Orochimaru stole it and killed him. It also makes sense that we haven't seen the Sanin throwing it around - without Hazou's absurd resolve, casting it at high Effect against someone who might break out risks debilitating yourself with mental consequences. And against weaker targets, they just don't need it. So it's been moldering unused in Orochimaru's jutsu library, and now he can use it to pay off Hazou without even leaking a technique he relies on.


I estimate the current power to be either on-level or a bit high. If it did need to be tuned down(fair!), I'd recommend ONE of the following two tweaks:
Reduce Effect from 2*AB to 1.5*AB. The jutsu works the same, but the high-end durability isn't quite as nuts, making escape easier.
Make the Crush attack less lethal. Getting captured is a desperate extended contest to escape or be rescued, and takes 2-3 turns to kill a target.

EDIT:

Also, it has a lot of fun details! I keep thinking of fun ways for it to play out:

  • If you use it reflexively, you may not know who's in your zone by the time your turn comes up, so exploding is a little risky. interesting!
  • If a captured target is likely to bust out, you want to stand back, because the explosion may work in *their* favour.
  • There's also fun to be had trapping a melee attacker inside with you, then HlaM out the bottom, leaving them stuck inside. Maybe even drop a goo bomb or exploding tag first?
  • Hazou could spend his first round on reflexive Geode Coffin and PEA, then explode onto the battlefield on the second round fully armoured and finally ready to fight.
    • Or he could stay is his safety rock and use Living Roots to sense targets and attack with Bleeding River Impalement or another Geode Coffin!
  • You can even use it to protect adjacent allies reflexively! I want to see Hazou protecting Honoka in with him.
  • Hazou+Noburi could sit inside together and dump a *ton* of chakra into echolocation-targeted ninjutsu.
  • Cast it defensively at low Effect, to get a more chakra-efficient dodge bonus, and then let the attack break the fragile Geode, hurting the attacker with the explosion.

major changes:
Max Effect is 2*AB
Durability is equal to Effect
Backlash is (30+[5*Effect]), Making high-level use less prohibitive.
Lightning attacks on the Geode split stress 50/50 between the Geode and the caster. (This is a "weakness" because Lightning is bypassing a defensive technique to attack the user, but in practice it actually improves the Jutsu, both as a shield and a kill/capture tool.)
 
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Made a big round of changes to Geode Coffin jutsu (and to the "my thoughts" section).


major changes:
Max Effect is 2*AB
Durability is equal to Effect
Backlash is (30+[5*Effect]), Making high-level use less prohibitive.
Lightning attacks on the Geode split stress 50/50 between the Geode and the caster. (This is a "weakness" because Lightning is bypassing a defensive technique to attack the user, but in practice it actually improves the Jutsu, both as a shield and a kill/capture tool.)
Seems much better, yeah. Level 50 at halfcost could get to Effect : 12, or TN 120 + 12 Shifts, or TN 156 to destroy it in one go. Note that this is still not that safe against Essies, like I suspect ~3 Naruto SCs rolling Rasengan at ~100 + 36 (WE 12) would be enough to break it in one round, but not everyone has multiple attacks with high WE so at least it would give us a chance at survival. Plus, we might be able to cast it at higher Effect with the new Ninjutsu rules. And even at GC 50 (Effect 12), the Backlash is a 90 Roll, which if we somehow survive the hit that blasts through the coffin we can still withstand without dying with Fate Dice and Invokes (Toughened Mind probably works!).
 
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Elemental Journeyman

XP Cost: 50 XP
Prerequisites: 3x techniques above level 40 or above in your chosen element.

Designate your highest leveled ninjutsu in your chosen Element as Primary. Add a bonus of +¼ Primary to other ninjutsu in the Element, capped by your level in Primary. This does not affect AB.

When you have the Elemental Advantage (i.e. Water > Fire > Wind > Lightning > Earth > Water) with this element, add +3*AB instead of +AB.




It occurs to me that Noburi could really benefit from leveling Hozuki's Mantle up to level 40 and then buying this stunt, would only cost him 355 XP, would allow him to punk most fire ninjutsu users and net him a version of Hozuki's Mantle that will stay on parity with his highest level water jutsu until level 54.

And once he has a level 60 water jutsu he'll only need to level Hozuki's Mantle up to 45 (a mere 107.5 XP) to get the effect of a level 60 Hozuki's Mantle.

Which would provide a cool +20 bonus to Noburi's Water Whip, a beg step up from the current +7 he gets from his level 20 Hozuki's Mantle.

Also the +30 to avoiding physical ranged attacks is also really strong.
 
I think it might be a great idea for a ninjutsu spec to dual line two elements, having the counter element of their counter element, under these rules. A ninja could dual line Water and Lightning - and then if the enemy deploys Earth Release to counter the water, they simply defend with a reflexive Earth jutsu and vice versa.

In doing so, they ensure elemental advantage (which is massive) against Two of the Five Elements and can never themselves be countered by the other three if their jutsu synergize properly. For example Water Whip, when comboed with Speed of the Storm and imbued with its Chakra Boost effect, would presumably at least zero-out the disadvantage against Pangolin Earth Armor, because Earth beats Water but Lightning beats Earth - all while still applying advantage against an opponent using Flame Aura. I think Noburi might want to pursue that kind of build path.
 
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If I have Genin Combat Training and Chunin Combat Training, do I add buffs using the higher of the two (Chunin Combat Training) xor do I add buffs using both of them?
I understood that part. What I was asking for was a skill that could potentially be buffed by both. Jutsu such as Water Whip are their own skill and are not covered by Melee Weapons, so not eligible for Combat Training buffs.
 
We should assume that the stunts here don't stack with each other (seems obviously so, but isn't explicitly stated)?
If I have Genin Combat Training and Chunin Combat Training, do I add buffs using the higher of the two (Chunin Combat Training) xor do I add buffs using both of them?
Correct, they do not stack. With the first two stunts, you wouldn't add 1/5th + 1/4th; you'd only add 1/4th to your lower combat stats.

I was thinking more of the buffs to secondary Shadow jutsu or buffs to learning a new element if Shadow jutsu counted as one.
Kei may learn Shadow Element specialization stunts, and she can treat Shadow like an Element for a -5 to the prerequisites for said stunts.

Why can't we infuse seals on the Seventh Path? @eaglejarl @Velorien @Paperclipped Did this get grued?
"First, could you please infuse these?" She extended a packet of seal blanks for him. He [Jiraiya] tapped his right forefinger on the top blank while drinking from the mug in his left; a wisp of foxfire indicated that the inked design had just been turned into a mystical machine that allowed the destruction of physical law. Kei slid the paper aside so that her Hokage could tap and infuse the next blank.
Apparently, Jiraiya didn't much care for the rules.


EDIT: @eaglejarl @Velorien @Paperclipped did our notes that Akatsuki confiscated say anything about TH?
What was taken:


  • Minato's original journals for jinchuuriki seals 1-10.
  • Hazou and Kagome's decoded copies of Minato's notes of seals 1-10 (but not the poetry used to decode seals 1-10).
  • [... other stuff]
They didn't mention technique hacking explicitly, but in the same way that Hazou was able to confirm with Asuma that the notes were using TH jargon, it's likely that Akatsuki will be able to do the same if they have a technique hacker on hand.
 
I like this one a lot, especially the fact that it manages to have a wide variety of uses while still having a single cohesive concept.

Durability: 2*Effect
That is a lot of durability. Peer-level opponents are pretty much not going to be able to break it.
...am I reading this right, or does level 20 let you cast this with TN 120 to damage? Hazō can use it to survive being at ground zero of a full-strength explosive rune. A genin who specializes in this technique... well, no, genin won't have Apprentice Earthshaper. A Chūnin with this as a secondary technique can set up a bunker that normal jōnin are unable to do much about, unless they have earth or lightning. (Though this doesn't let that hypothetical Chūnin win the fight - they'll be stuck if it works, and a lot of the time they'll be badly injured and/or engaged in melee before getting the technique off)

Lightning jutsu is partially conducted to the caster via the abnormally deep chakra connection to the Geode(Lightning-based stress is split 50/50 between the Geode and the caster).
Still feels like a weird special case to me.

Alternatively, the user can cast Geode Coffin around themselves as a reflexive supplemental action, rolling (Athletics + [Geode Coffin/2]) to shield themselves before an attack hits

Should state whether this can be stacked with substitution.
If it were public, I'd seriously consider it for this alone. (Which is all to the good, I think - an S-rank technique can and should have a secondary use that would be a worthwhile B-rank technique on its own)
(If purely concerned about boosting a singel defensive roll, the XP cost for raising Substitution vs. picking up Geode breaks even at around level 26, for us)

There's also fun to be had trapping a melee attacker inside with you, then HlaM out the bottom, leaving them stuck inside. Maybe even drop a goo bomb or exploding tag first?
Or level Earth Armor or Ghost Scales (not that we will) and tank being inside the crush - armor works fine. Much costlier, but we could do it before the attacker had a chance to escape, if they had HlaM too.

rolling (Athletics + [Geode Coffin/2]) to shield themselves before an attack hits
Does an attack blocked in this manner damage the geode?

Cast it defensively at low Effect, to get a more chakra-efficient dodge bonus, and then let the attack break the fragile Geode, hurting the attacker with the explosion.
Or toss a tag outside of melee range, cast Geode Coffin defensively at low effect, letting the explosion break the geode so that you don't have to spend a standard on that, then tank the mental stress and let everyone else in the zone get hit by both an explosive tag you had cover from and the geode burst.
 
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Alternatively, the user can cast Geode Coffin around themselves as a reflexive supplemental action, rolling (Athletics + [Geode Coffin/2]) to shield themselves before an attack hits. Anyone in Melee with the caster may choose to roll athletics to escape before the Geode Coffin's formation, but a melee attacker who does not abort their attack takes a -15 to this roll.
Are you sure this is a good thing? I mean, effectively this is a Substitution. Its all shiny and dandy if it can be combo'd together to both escape and get GC/2 + Sub/2 while encasing the target in the coffin for the cost of 2 Supplementals - but it might not stack with it. In which case it would not even be worth levelling in the medium term. There's also the issue that any Melee Attacker who does NOT abort their attack gets to fight us in a tiny, enclosed Dome where we have nowhere to escape to - a terrible outcome for Hazou - though perhaps we could HlAM out of it.

Anyway, would it not be better if the technique simply tanked the attack it is cast reflexively against, just like it would any other? At Level 50, it is much better to get a chakra construct with TN 120 + 12 Stress Boxes (so TN 156 to oneshot), than a +25 to an Athletics Roll which might not even stack with Substitution. Lets not forget the Reflexive Casting mode is the primary use of the technique for Hazou given his statline.

Perhaps this would be better :
Alternatively, the user can cast Geode Coffin as a reflexive supplemental action to shield themselves, rolling it against an Attack to gain Armor : Effect against it on a Failure or cause it to hit the Coffin on a Success. The caster may then exclude anyone in Melee from entombment. Targets who weren't excluded can roll Athletics to escape in time but a melee attacker can only do so if they abort the attack.
 
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Wow there is a lot of like math and techniques and stuff going on, and i have no idea what any of it means.

But this seems all really cool and it was great reading through everyone's thoughts on new S-Rank Jutsu and the new rules.

Seems like it is all roughly positive. Very neat!
 
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