My suspicion, and I would need to check this with the other QMs and ideally some physics folk, is that you would generate a zone of cold at altitude. The air would liquefy and fall, generating an inrush of air. The liquid air would quicky boil as it left the zone of effect and spread out, only to have more liquid air fall on it and cool it, allowing the next blast of liquid air to descend a little farther before boiling. The winds wouldn't be as fast in the thinner air (I think), but you would basically have a katabatic hurricane blasting a column of cryogenic liquid at the earth and it would continue until the rune stopped working.
That's my thinking as well, more or less. Bit about "ramping up" was in reference to how that system would evolve over time as the runic focal point descended into denser air.
 
This is probably the best-balanced of the submissions. The pricing is wrong (AB-based buffs should be represented as Aspects and tags, not skill bonuses, which is more meant for small bonuses like the +Effect to TJ granted to Ghost Scales), but the strength is reasonable. However, it requires a lot of levels to get going, and it doesn't really do enough. My general aesthetic preference is that techniques like this would fill more than one role in your combat kit for efficient action economy use. If you could expand this technique's functionality, what would you add?
The intention of this ninjutsu is to give as large a buff as possible, one that is always benefiting the user after being cast. It gives a direct skill bonus instead of tags so that every athletics check (and not just the first dodge) benefits from the bonus, and every melee roll (such as counter attacks after using a direct attack as your standard) is boosted as well. It also very specially was narrowed to raising athletics and melee so that those increases are as large as possible.

Is there any way to keep it in-line with those intentions?
 
On the flip side, this technique is too well balanced for Orochimaru to credibly call it useful to him, imo (and tbh I'd rather have it stronger so that there's a snowball's chance in hell that Hazou ever levels it). I think it's too weak. Strip away the backlash stuff. If you wanted to make the technique stronger, what would you add?
oooh myyyy. :D
I'm surprised, it seems like a quite strong do-everything jutsu.
But I'm happy to buff it further.

First thought: I want to keep backlash - it's interesting, ties in with the rest of the technique well, and provides an explanation for why it's a better fit for Hazo then the rest of the setting. Maybe just dial it back to 30+2*effect in all cases? And removing the line where the geode breaks if you go out of range of it would really help, especially for aerial combat.

The buffs I'd want to see are significantly reduced chakra cost and/or better durability. You could just keep turning those knobs until it feels strong enough for Oro to notice.
Increasing the weapon value *feels* right, but actually makes it worse because it is very much not worth the increased chakra cost.

If you really want us to level it, make the defensive bonus +2/3 level, strictly exclusive with substitution. We will level it like madmen and I will throw an actual party. (you are invited)




Friend says: "Feels like a strong and versatile technique as is - I'd buy this up to 30 as our next investment in combat stats but we can buff it. Same amount of XP as Sub 20->30, more chakra expensive but does a bunch of other good things and lasts longer; costs significantly less XP than Ath 47-> 52 for equivalent bonus to defensive rolls when using it (Yes, Ath is passive and doesn't cost chakra, but again, GC also does attack/capture)
 
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On the flip side, this technique is too well balanced for Orochimaru to credibly call it useful to him, imo (and tbh I'd rather have it stronger so that there's a snowball's chance in hell that Hazou ever levels it). I think it's too weak. Strip away the backlash stuff. If you wanted to make the technique stronger, what would you add?
Chakra drain.

e: Oh, also, make it work mid-air.
 
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Make it a supplemental
No Supplemental attacks please.

Random ideas:
- Improves movement speed/number of zones that can be crossed with a supplemental movement or sprint standard action (beyond just boosting Ath)
- Hitting someone in melee causes lightning to zap any of their allies standing nearby (say, same Zone, roll level of jutsu + bonus or something.)
- +1 weapon rating on attacks
- also boosts melee-based or melee-adjacent ninjutsu like the short ranged Fist of the Lightning God
- you get a third supplemental when your actions refresh so long as the technique is active
- Fuck it we ball, you move so fast that you can use melee skills to counterattack attacks originating from the same Zone, not just melee range
Down the list:
  • Doable, but maybe steps on Wind's toes as movement king?
  • Probably not strong enough, since it won't be capstone level... but actually with the new jutsu stunts, a buff that also lets you spread AoE in the fight sounds pretty good.
  • Perfectly reasonable.
  • Likewise.
  • Holy Sage no.
  • This is a really cool idea.

Could thematically buff Earth Element jutsu the caster casts from inside? Add chakra construct (or real!) Crystals of some sort that benefit the newly cast jutsu in some way.
I also like this idea, that the geode buffs the caster's jutsu.

The intention of this ninjutsu is to give as large a buff as possible, one that is always benefiting the user after being cast. It gives a direct skill bonus instead of tags so that every athletics check (and not just the first dodge) benefits from the bonus, and every melee roll (such as counter attacks after using a direct attack as your standard) is boosted as well. It also very specially was narrowed to raising athletics and melee so that those increases are as large as possible.

Is there any way to keep it in-line with those intentions?
Not... really? If you're adding +4*AB to a roll, you're doing that through a multi-tagged jutsu Aspect or something similar. +30 strain in the right-hand column doesn't nearly pay for that. A very high Effect cap relative to the multi-tag cap could make a ninjutsu effectively always on, as the user would ~never run out of tags.

Separately, I did lay out my reasons for why I prefer design-wise that top end jutsu do more things, rather than just push an already big number bigger.

oooh myyyy. :D
I'm surprised, it seems like a quite strong do-everything jutsu.
But I'm happy to buff it further.

First thought: I want to keep backlash - it's interesting, ties in with the rest of the technique well, and provides an explanation for why it's a better fit for Hazo then the rest of the setting. Maybe just dial it back to 30+2*effect in all cases? And removing the line where the geode breaks if you go out of range of it would really help, especially for aerial combat.

The buffs I'd want to see are significantly reduced chakra cost and/or better durability. You could just keep turning those knobs until it feels strong enough for Oro to notice.
Increasing the weapon value *feels* right, but actually makes it worse because it is very much not worth the increased chakra cost.

If you really want us to level it, make the defensive bonus +2/3 level, strictly exclusive with substitution. We will level it like madmen and I will throw an actual party. (you are invited)




Friend says: "Feels like a strong and versatile technique as is - I'd buy this up to 30 as our next investment in combat stats but we can buff it. Same amount of XP as Sub 20->30, more chakra expensive but does a bunch of other good things and lasts longer; costs significantly less XP than Ath 47-> 52 for equivalent bonus to defensive rolls when using it (Yes, Ath is passive and doesn't cost chakra, but again, GC also does attack/capture)
You want to keep the backlash??

Unfortunately, it's pretty hard to reduce chakra cost. The jutsu stats tell us how much everything costs, and that's it. In parallel, durability just costs a lot, and I'm not even sure whether it's worth the extremely high costs.

e: Oh, also, make it work mid-air.
No clue how this is supposed to work.
 
  • Doable, but maybe steps on Wind's toes as movement king?
  • Probably not strong enough, since it won't be capstone level... but actually with the new jutsu stunts, a buff that also lets you spread AoE in the fight sounds pretty good.
  • Perfectly reasonable.
  • Likewise.
For the Movement thing, you could limit it to just the Adjacent Zones? Or tack on a minor chakra cost to using the movement Enhancement?

Something like "spend 5 chakra to zoom to an adjacent Zone" which would, narratively, reflect the jutsu briefly supercharging a ninja's natural Boost --allowing them to have brief zoomies at an increased chakra cost.
 
Here's an idea that I'm not sure we have tried before:

The substrate we use to make runes is chakra conductive, just like chakra metal. We know that chakra metal makes for some kickass weapons, and can possibly be used to make chakra wire. Now, you can technically do the same thing with minerals (e.g. mineral wool or basalt fiber) but as we all know the EN is technically at medieval levels of technology.

However, we have Earthshaping. And making fibers like this would definitely not require molecular level control. Just make it thin enough that it acts like a wire.

If we run into the issue where our wire is very weak then we can braid it to make it stronger, or turn it into something like fiberglass using resin. That would make for a super strong wire that could conduct chakra.

Soooo, chakra wire 2.0 time?
 
This is much too powerful. Let's review everything it does:
  • Infinitely scaling multi-taggable buffs on Ath and a key combat stats
  • Tags based on those skills' ABs so that the technique never even suffers unviability at low level.
  • Scaling, stacking buff to weapons.
  • Scaling, stacking buff to range.
  • Armor piercing (admittedly not frequently useful).
  • Extra movement.
  • Free action, long range movement on jutsu end.
  • Forced movement on attackers.
In isolation, many of these things could be reasonable. As a whole package, at the strength they're present at? It's not. I'll talk later on about having a technique fit more than one role, but a technique shouldn't fit every role.
Yeah admittedly it got a little out of hand after @eaglejarl started egging me on. I think it's salvageable though. Pare it down to something more reasonable, if it was just:
  • Infinitely scaling multi-taggable buffs on Ath and a key combat stat
  • Tags based on those skills' ABs so that the technique never even suffers unviability at low level.
  • Extra movement.
I think that would be enough for a viable "S-Rank" buff.
 
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If we run into the issue where our wire is very weak then we can braid it to make it stronger, or turn it into something like fiberglass using resin. That would make for a super strong wire that could conduct chakra.
You're correct that such a "wire" made out of rock would break so easily it couldn't support it's own weight at any decent size. Rock isn't ductile, and it isn't very strong in shear, and the ratio of the weight to the cross sectional area would be pretty high.

I don't think Hazou has access to any resins that stand in for a fiberglass analog. Plant-based ones would be the only options he has access to, and as far as I can tell all fiberglass is made from synthetic resins.
 
You're correct that such a "wire" made out of rock would break so easily it couldn't support it's own weight at any decent size. Rock isn't ductile, and it isn't very strong in shear, and the ratio of the weight to the cross sectional area would be pretty high.

I don't think Hazou has access to any resins that stand in for a fiberglass analog. Plant-based ones would be the only options he has access to, and as far as I can tell all fiberglass is made from synthetic resins.


Mineral fibers can have high tensile strengths, check basalt fiber for example. Glass and carbon fiber are also good contenders. Both are used copiously in industry. I think substrate is closer to basalt than glass or carbon. From what I've been able to gather it seems like the main reason for coating things in resin is to add stiffness and structure, and so it might not even be necessary. We want the wire to be flexible. It's probably better to braid a bunch of wires together into a rope, which will be much stronger.
 
No enemy is going to survive two turns in this thing, chakra drain seems like a waste.

e: Oh, also, make it work mid-air.
No clue how this is supposed to work.
It's a very bad midair defense(you are stuck inside a falling rock, or crushed against your own skywalkers).
If we remove the distance-tether, It's a very good midair attack(they are stuck inside a falling rock, or crushed against their own skywalkers)

You want to keep the backlash??
Sure! It reduces chakra costs, and Hazou has plenty of resolve. Just set it to 30+2*Effect in all cases and watch it ping off out our 62 resolve.
I would remove the "breaks if caster leaves the casting-range" bit.

Unfortunately, it's pretty hard to reduce chakra cost. The jutsu stats tell us how much everything costs, and that's it. In parallel, durability just costs a lot, and I'm not even sure whether it's worth the extremely high costs.
Hm, the big change would be to make the backlash discount scale with Effect(aka the amount of backlash), which intuitively seems like how it should work. But that isn't how ES handles it, so we'd need to chalk the mechanical difference up to "S-rank jutsu perks".
There's also a bunch of minor costing tweaks that I considered.
  • "not usable until lvl 20"
  • remove/reduce the 30 strain of "multi-mode attack" (I had just pulled this number out the air.)
  • give more than -20 strain for "conducts lighting to user" (I had just pulled this number out the air.)
But for just attaching more functionality to the jutsu, some ideas.
  • +2/3rds GC to Ath when reflexive casting
  • boosts/suppresses jutsu of anyone inside, depending of if they have sub permission with user's chakra.
    • Same thing but reduce/increase jutsu costs?
      • These ideas might not be buffs if they increase the chakra cost of Geode Coffin itself by to much.
  • Crush already-trapped targets as a supplemental? (this is really strong)
  • +3*AB to capture? given the chakra expense, we only get 1, maaaaybe 2, max-effect casts per day. making sure it doesn't miss would be great.
 
How do Jutsu 'rank' scale with technique difficulty? Is an A rank jutsu 'simply' more customized and minmaxed than a C rank jutsu? Does an A rank jutsu have more 'points' than a C rank jutsu?
 
It's that time of year my friends, I'm thinking about taxes (I'm always thinking about taxes)

How about we do a nice big surge of Uplift in unfucking the tax collection in Leaf?

A brief run down, for those who don't greedily absorb Marked for Economics content: The state of Leaf does not employ a tax collection agency. They have a department of advisors that estimates how productive chunks of Fire should be, then auction off those chunks to the Daimyo every year in order to generate funds for the Tower.

1. The tower likes this because money just falls into their lap.

2. The Daimyo like this because they get to bilk the ever-loving fuck out of the ninja.

3. The civilians hate this, because Leaf can't even successfully lower their tax rate.

One has been covered fairly extensively in story. I don't feel the need to reiterate that point. 2 is something that came to me recently. We know that Kakuzu knew that *ninja* censuses were hilariously inaccurate, then we assumed that he built all of this knowledge himself- no he totally just mugs a few daimyos men every few years to get their routes.

The daimyo are all underbidding, by a hilarious margin. It's a racket. "Competition keeps it fair" except Leaf explicitly built no controls to prevent or even investigate monopolies. Leaf thinks they're letting the Daimyo scrape by with a 5-15 percent margin, when in actuality it's something like 300%.

3. The biggest downside to this scheme is the absolute lack of control Leaf has over its money. A state should be able to say they have additional funds now, not be beholden to your merchant class having enough liquid funds for you to continue to bribe your warrior class.


Leaf needs an internal agency to handle her tax collection. Depending on the simulation, that means either sapping the labor of the Daimyo themselves or their men. If the Daimyo use the same strategy as Leaf of shrugging at their underlings pocketing money, they're useless and should all be hung. If they run tight ships that rely on internal forces to prevent corruption in their underlings, then they should be brought into the fold and used as the core of Leaf's budding internal revenue bureau. IRB. We're warlords, they don't get a choice. Pay them as well as ninja and they won't care.

Ideally, there'd be a partial purge where the remaining daimyo are swamped with work and unfamiliar peers where they're forced out of their prior position in the hierarchy. That gives Leaf a few years to get ahead of the curve so we can have trained town criers to travel around Leaf spreading news.

Once the IRB is in place, they'll operate year round to create more accurate censuses and approximations of yield.

----
My next one will be on Naruto an how he needs to start at least an s Corp ffs

Currently, the tower is Naruto and Naruto is the tower. It's all personal wealth.
 
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