Honestly SRoI (aka perfect-underneath-the-underneath) has been pulling its weight recently.
The "doesn't want to reveal her identity" reading was obvious even without it, but the other ones needed Tattletale-level jumps in logic we couldn't reasonably have gotten without an Investigation Excellency or something.
Not bad for a three mote charm.
Week 2 Recap:
This week was certainly less, well you suppose "exciting" is as good enough a word as any, than last. It opened on a shopping trip, of all things, when Ino and Sakura dragged you to the department store. Still, you managed to get a couple outfits you liked out of it, so it wasn't a total waste of time.
You still...you still don't know what to do with Lee and Neji. You managed to get Neji to open up to you a little bit, again, but Lee... Lee isn't taking his injury well. He's not driving himself to exercise anymore, but you don't know if whats replaced it is worse or better. He'll pull through, he always does, but it doesn't make seeing it any easier.
You also discovered what a Jinchūriki is, something that for some reason they never covered in the Academy. Doubly so, since you (or more specifically Neji) may end up facing one in the Finals. Ever since Sakura learned this though, she's been more pensive, even when she was helping you learn to Shunshin she seemed distracted about something, though she wouldn't say what.
And now, you have an ANBU member who wants to talk with you about the first person you can honestly say you've categorically failed to help, and who died right in front of you because you weren't good enough.
TRAINING WEEK 3:
You have 14 training slots to allocate this week. 1 Training slot gives you the equivalent of 1 XP towards an Ability/ Charm/Jutsu/etc.
For the purposes of this training, Ninjutsu and Genjutsu techniques are treated as Charms in terms of XP cost, while Taijutsu and Fuinjutsu are treated as abilities. Seal Components have an XP cost equal to their complexity. Certain Training Resources can increase the yield of training actions that you take under their supervision.
Available Training Resources: - Alone:All by your lonesome. On one hand it is likely to be the best chance you have of keeping your techniques secret. On the other hand it means you have to figure things out without. (No bonuses) - Gai-sensei: Bonus to training Taijutsu, Athletics, and Resistance. As well as Stamina and Strength Attributes.
- Sakura Haruno:Bonus to training Ninjutsu/Genjutsu and Occult
- Neji Hyuuga: Bonus to Taijutsu, Awareness and Perception
Gai is available for a total of 8 slots, Sakura and Neji are both available for 4.
This is a genjutsu that reveals the fears that dwell inside people's hearts. Everyone has an image of the one thing they wouldn't want to ever see. This genjutsu is a technique that draws forth such an image from within the heart and has one mistake it for reality.
A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody.
A genjutsu that allows one to trick others into mistaking the place they're in for another. This technique's main feature is that it can be cast over an extensive surface, therefore any and all who step into the illusion's area of effect will fall under the spell.
Fire Release: Phoenix Sage Fire Technique
Cost: 5 Chakra per fireball Difficulty: 43 Category: Ninjutsu Duration: Instantaneous Prerequisite Jutsu: None
This technique creates a volley of small fireballs, which are sent flying in an unpredictable manner assaulting the enemy. These fireballs can be individually manipulated with chakra and guided towards the enemy.
Elemental Clones
Cost: 40 Chakra per Clone Difficulty: 3 Category: Ninjutsu Duration: Instantaneous Prerequisite Jutsu: Bunshin
Similar to the Shadow Clone Jutsu in that it forms corporeal clones, however Elemental Clones are significantly less powerful in their own right as they only receive a fraction of the User's chakra, rather than it being evenly distributed. Likewise, the user does not receive their memory upon their destruction.
Hien
Cost: 5 Chakra per second (per minute with proper equipment) Difficulty: 5 (3 with proper equipment) Category: Ninjutsu Duration: Instantaneous Prerequisite Jutsu: None
The user is able to use chakra to enhance their weapons with this technique. Weapons made of chakra conductive material greatly reduce the cost of doing so. With Tenten's Fire Release, the blade will grow to extreme temperatures, rendering it incredibly effective against soft targets.
Shadow Clones
Cost: 80 Chakra per Clone Difficulty: 5 Category: Ninjutsu Duration: Instantaneous Prerequisite Jutsu: Bunshin
However, these clones are corporeal instead of illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques, including the Shadow Clone Technique itself, on their own and can even bleed, but will usually disperse after hit by a strong enough force. The clones can also disperse on their own or be dispelled by the user of the technique. When dispersed their memories return to the User.
In a feat of immense chakra control, the user turns a cloud of controlled weapons into a scything stream of metal, before finally burying the target(s) under the weight of metal. Can be improved with chakra strings rather than physical wires, or chakra augmentation of the blades.
Train Attribute
Training Resource: [ ]
Appearance 3: 4/8 XP
Train Ability
Training Resource: [ ]
Lore 2: 2/4 XP
Train Charm
Training Resource: [ ]
Hungry Tiger Technique
Cost: 1m
Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Solar warriors make themselves one with their blades. The Exalt spends one mote and makes a Melee-based attack. This Charm allows the Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.
One Weapon, Two Blows
Cost: 3m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK, Martial
Duration: Instant
Prerequisite Charms: None
The Solar is as swift as the first rays of dawn. Repeat steps 7-10 when resolving the damage for this Charm, effectively damaging the opponent twice. All damage from the attack is applied simultaneously in Step 10, allowing a single perfect soak to defend against it.
Call the Blade
Cost: —(1m)
Mins: Melee 2, Essence 2
Type: Permanent
Keywords: Merged, Mirror (Blade-Summoning Gesture), Obvious
Duration: Permanent
Prerequisite Charms: None
The Solar's weapons know their master. The Solar holds out her hand and calls to the Essence of one of her weapons. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and her hand, this Charm draws the weapon into her grasp. She must own the weapon she calls. This Charm can be used to draw and ready a sheathed weapon reflexively.
The Solar may reflexively spend one mote to activate this Charm as described. He may only call his blade from up to (Essence x 2) yards away while in battle, however.
Heavenly Guardian Defense
Cost: 8m
Mins: Melee 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bulwark Stance
The character invokes this Charm in response to an attack. The attack must not be unexpected, and the character must have a weapon in hand. This Charm is a parry that perfectly defends against any attack, even if it is unblockable. Mundane weapons can break when used with this Charm. If the character uses this Charm and a mundane weapon to block an attack that inflicts at least 25L raw damage before soak, the weapon breaks (though it still successfully parries). This Charm has one of the Four Flaws of Invulnerability (see boxed text) common to all Solar perfect defenses.
Joint-Wounding Attack
Cost: 2m
Mins: Thrown 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, Crippling, Martial-ready
Duration: Instant
Prerequisite Charms: None
Even in a pitched battle, the Lawgivers strike with controlled precision. This Charm enhances a Thrown-based attack so that it stuns or cripples the Solar's opponent. For each health level of damage this attack inflicts, this Charm subtracts one die (as a -1 internal penalty) from the target's Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts for the remainder of the scene. The players and Storyteller decide how the effect is inflicted—it could be an injured hand, slashed tendons or a stunning blow to the head. Storytellers will have to work with the players to determine how the attack cripples more exotic opponents such as automata and the walking dead.
Observer-Deceiving Attack
Cost: 1m
Mins: Thrown 3, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solars' opponents are often arrogant and attempt to predict how and when the Lawgivers will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them. This Charm conceals a Thrown-based attack. Characters watching the Solar need (the Solar's Essence) successes on a reflexive (Wits + Awareness) roll to notice him making the attack. This success requirement decreases by one each additional time the Solar uses this Charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack. For example, a Solar attacking from behind might wound an enemy in the side or chest by having his missile curve at the last moment.
Triple-Distance Attack Technique
Cost: 2m
Mins: Thrown 2, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it flies true. This Charm enhances a Thrown-based attack. The Exalt spends three motes and triples the Range of the weapon.
If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.
Integrity-Protecting Prana
Cost: 5m, 1wp
Mins: Integrity 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
The Sun's Chosen define their own reality. This Charm protects the character from any Shaping effect that directly alters her mind, body, spirit or traits. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This Charm also protects the character from any undodgeable, unblockable Shaping attacks. Wyld energy cannot create a serpent inside the character's stomach or turn her armor to lava, whether it's manipulated by an enemy or its own random whims, because these effects inflict immediate damage and the character's DV is not applicable.
This Charm does not protect against the miscellaneous dangers of the Wyld. If a Wyld effect creates a hundred-headed snake monster with burning chalcedony eyes that then eats the character, this is not directly altering the character's body through shaping. Nor is it an "attack" when a Wyld effect transforms the character's armor into harmless gossamer spider webs—simply an undesirable effect.
Destiny-Manifesting Method
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Integrity-Protecting Prana
A Solar forges her own destiny, and none gainsay her will. This Charm increases the difficulty of any rolled Shaping effect (see p. 217) used against the character by two. Characters using Shaping effects that involve the character can remove this penalty with any stunt that reconciles the Shaping effect with the Lawgiver's sense of her own destiny. In the Wyld or the Labyrinth, this Charm reduces the frequency of random unfortunate incidents by a factor of 10. There is no cost to use this Charm—it is a permanent enhancement to the Exalt's nature.
Righteous Lion Defense
Cost: —
Mins: Integrity 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
To the Solar Exalted, "death" and "surrender" are almost the same thing. This Charm helps a character hold fast to her fundamental Intimacies in the face of temptation. The player picks one of the character's Intimacies when purchasing this Charm. For the purposes of this Solar Charm, this loyalty must be to an ideal—not to a person or a love, but sometimes to a relationship; not to a tribe or city, but sometimes to the nation she might build of them; not to a battle or a war, but to the extinction of one foe or the conquest of a great region. (Other Exalted have versions of this Charm that support different commitments.)
This Charm allows the character to treat mental influence to betray or forsake that Intimacy as an unacceptable order (see p. 180). If the character voluntarily abandons that Intimacy or it becomes obsolete, this Charm ceases to function until, first, a new story begins and, second, the character chooses a new Intimacy to which the Charm applies. Players can also shift this Charm to a new Intimacy at any time by spending one experience point. Players can purchase this Charm a second time to reinforce one additional Intimacy. Any further loyalties require more specialized magic.
Stubborn Boar Defense
Cost: —
Mins: Integrity 3, Essence 2
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: None
Solar Exalted in Limit Break cannot temper their glory with wisdom. This Charm causes the character to treat all directives from unnatural mental influence as unacceptable orders while in Limit Break.
TEMPTATION-RESISTING STANCE
Cost: 6m
Mins: Integrity 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Stackable, Social
Duration: One scene
Prerequisite Charms: Any Integrity Excellency
In foul nests of demons whose ways of corruption assault the human mind; amidst the courts of faeries gluttonous for human souls; in Nexus, surrounded by a thousand temptations—though the whole world seeks to drag him down, the Lawgiver is unmoved. This Charm increases the character's Dodge MDV by his Temperance for the remainder of the scene. Storytellers can allow the Exalt to use his Conviction, Compassion or Valor score instead of Temperance if the character has appropriate motivation.
Crafty Observation Method
Cost: 5m
Mins: Investigation 3, Essence 2
Type: Simple (DV -1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
The world holds no mysteries to the Chosen of the Sun. This Charm is an Investigation-based action wherein the character studies observable evidence. This Charm functions exactly as a dramatic Investigation action that takes up to 15 minutes, save that the character performs it in a handful of seconds and does not need to ransack the scene.
Judge's Ear Technique
Cost: 3m
Mins: Investigation 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
The Lawgivers are the guardians of truth. This Charm allows the character to recognize as lies all deliberate lies presented to her. The character can also recognize the deliberate use of half-truths, though doing so does not tell her which part of the statement is true. If another Charm contests these effects (see p. 179), add the character's Essence in automatic successes to the (Perception + Investigation) roll to oppose the other Charm.
Courtier's Eye Technique
Cost: 3m
Mins: Investigation 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Lawgivers understand the harmonies of the world. This Charm allows the character to detect others' importance or wealth with a glance. This Charm targets one individual the character can sense. The Exalt's player rolls (Perception + Investigation), adding the Solar's Essence in automatic successes. If the target is concealing his identity or Resources in any way, subtract an external penalty of ([the target's Manipulation + Socialize] ÷ 2) from the successes on the Investigation roll. If the Exalt succeeds, she learns the target's Resources and Influence ratings. In addition, she can make a rough but solid estimate of how many allies the target considers himself to have in the immediate circumstances and how much wealth and power the target wields through organization-specific Backgrounds such as Backing and Followers. The Solar may not attempt to use this Charm on a given target more than once per scene.
Keen (Sense) Technique
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
Essence enhances the Solar's senses. Keen (Sense) Technique is actually three Charms, one that heightens sight, one that heightens hearing and touch and one that heightens smell and taste. This Charm gives two bonus successes on Awareness actions that use the relevant senses. It also allows the character to clearly perceive sensory impressions that are normally too faint for human senses to validly observe at all. Some feats appropriate for users of this Charm follow.
Sight. The character can make out the detail on a commander's epaulet at 500 yards distance, at night. He can see the individual threads of a shirt, and with a legendary success, he can make out the motion of the mites that live on others' eyebrows.
Hearing and Touch. The character can gauge the quality of fabric with a touch. He reduces the external penalty to target unseen characters to -1 and the internal penalty from blindness to -2. He can hear conversations normally through thick stone walls. With a legendary success, he can read by touch.
Smell and Taste. The character can recognize others and hints of their recent activities by smell. He can track by scent, gaining one bonus success when tracking someone who has a scent. The character can identify spices and poisons by taste. With a legendary success, he can detect but not identify a few drops of tasteless poison in a wine—as its presence serves to dilute the wine.
Surprise Anticipation Method
Cost: 1m
Mins: Awareness 5, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
In this degenerate time, the Lawgivers depend on a preternatural sense for danger. This Charm guarantees success on any valid Awareness roll to notice immediate mortal danger. This Charm works whether in or out of battle, awake or asleep. If the Exalt has a chance to notice a surprise attack during a prolonged struggle, a dart blown at him in the jungle, an invisible opponent or a cleverly concealed pit, he does so.
If the Exalt's player must make such a roll and has a chance of failing it, and if the Solar can invoke this Charm, this Charm invokes itself automatically. At that time, if the player has a Combo containing this Charm, he may declare the use of that Combo instead of just the Surprise Anticipation Method Charm.
Surprise Anticipation Method does not invoke itself if the character has already used his Charm for the action, if the character does not have any motes of Essence, if the character is Inactive and cannot become active, if the character is already certain to succeed on the Awareness roll or if the character cannot normally attempt an Awareness roll.
Inescapable Eye Of The Sun
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Any Awareness Excellency
The vigilance of the Lawgivers is as inescapable as day and night. By touching a solid obstruction such as a door or wall no more than (Essence) yards thick, the Solar is able to perceive any events occurring on the other side as though he were present.
Breaking contact with the surface through which one is spying ends the Charm.
Whirling Brush Method
Cost: 4m
Mins: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The diplomats of the Unconquered Sun write with a swift and elegant hand. This Charm supplements a dramatic action to write something down—be it a copy of an existing book, the transcript of a live conversation or an original work. This Charm allows the character to write at (her Essence x 10) times her normal speed. Instead of dedicating 30 hours to copying a manuscript, an Essence 2 character might finish it in an hour and a half. Instead of six hours writing and polishing a treaty, an Essence 3 Eclipse might prepare it in 12 minutes.
Learn Seal Component
Training Resource: [ ]
Elemental Sealing
Complexity: 3-10 (depending on strength of Seal) Cost: 5 Chakra
This seal allow the user to seal away the effects of an Elemental Ninjutsu. Each seal can only hold the effects of one technique, and must be tailored towards a specific element. In addition, in order to capture stronger techniques, a stronger seal is required. For example, a Complexity 3 Elemental Fire Seal will not be able to contain Amaterasu. The Jutsu captured can later be unseal for use by the Sealer. (This is how Tenten created her Exploding Dragon Strike)
Basic Chakra Seal
Complexity: 4 Tags: [Chakra Manipulation] Cost: Variable
This component functions as a chakra battery, allowing the user to store additional Chakra to function as an additional well of Chakra over and above their regular cap. Are also an important component of most Technique that activate independent of the Sealer. There are more advanced versions with a higher storage capacity.
Manipulated Storage Seals
Complexity: 2 Tags: [Reusable] Cost: 2 Chakra
These are modified Storage Seals that allow the contained item to be fired out of the seal at high-velocity, rather than having to be thrown by the user.
Vision Seal
Complexity: 4
Tags: [Space-time] Cost: 10 Chakra per minute activated
This Seal functions as a third eye for the Sealer, allowing them to see a vision of the surrounding area of where the Seal is placed in their mind, though at this level only vision is available through the seal
Make a Summoning Contract
Training Resource: [Gai/Alone] **Note: At this point you only have the means to make a contract with the Turtles. Who you've kinda sorta offended gravely by saying the Slugs are better than them.**
**Note: Trying a summon without a contract is a terrible idea**
Voting Structure: These votes are likely to be hideously complicated, so I would encourage everyone to vote for a plan name and only a plan name in order to allow for ease of counting.
I'm just doing a training vote for the whole week this time. Social stuff is going to be decided much like the first week, with you guys deciding who you want to spend time with next at the end of each interaction as the week progresses.
LIKE ALWAYS VOTING IS CLOSED FOR A SIX HOUR PERIOD FOR DISCUSSION
I'd like to point out that slugs are pretty much better than turtles, unless you have someone like Kame Sennin (in full Dragon Ball S power level) as their boss. I mean, I am relatively confident that if Katsuyu was ever summoned at full strength, it could stomp Madara.
What about sparring? If we can have one clone summoned, can we spar with it? And can clones use solar abilities? I mean, clones do seem to share the single soul, given how kyuubi can manifest through shadow clones, so that should be viable. Fighting against our clone using panoptic fusion discipline (that's the one that helps with dodging, if I recall correctly) should be immensely helping.
I get that it may be that way for this quest (for balance reasons), but that isn't true to canon. Other people can do the shadow clone training, they just can't produce as many clones as a jinchuriki can, and thus it's less efficient/effective for them than it is for a jinchuriki. Tenten might only be able to have one clone to Naruto's several thousand. Jinchuriki's are just able to get that much more out of the training because they have so much more chakra.
I'd like to point out that slugs are pretty much better than turtles, unless you have someone like Kame Sennin (in full Dragon Ball S power level) as their boss. I mean, I am relatively confident that if Katsuyu was ever summoned at full strength, it could stomp Madara.