This latest update showed several combat rolls where the characters took Consequences. It was also called out, narratively, by both Noburi and Mari, as a location that was too dangerous to remain. Did any of them unstagnate their combat domains, or make progress towards it?
I'm not asking for a whole combat unstagnation from this, but how about some progress towards the next one?
HDK about Mari/Yuno/Tenten, but Kei unstagnated her Combat domain. Hazou and Noburi made a single roll in Chapter 683, which is insufficient.
 
Hazō completes the Remote Explosive Rune!

Mechanics:

Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.
@eaglejarl, @Velorien, @Paperclipped,

What do you think about the notion of a Stunt of some sort (maybe 25xp or something) that allows the user to aim these better? Such a stunt might require that the user use a telescope, or perhaps maybe Kei doing frozen skein calcs?
 
What do you think about the notion of a Stunt of some sort (maybe 25xp or something) that allows the user to aim these better? Such a stunt might require that the user use a telescope, or perhaps maybe Kei doing frozen skein calcs?
Sorry, the slight drift of each rune is dependent on weird factors in the infusion process or astrological influences, not due to operator imprecision, so this wouldn't work.
 
What is ELF explosive? Been somewhat tuned out of the thread for a while so I'm missing the acronyms, but saw that we just finished research on that.

Also, remote explosive looks niiiiiiice. Very powerful against any entrenched position (like a village), and also from ambush if we've got the rune sighted in advance. Can we fire multiple runes at roughly the same time? Like if a runemaster infuses the rune and lets somebody else point & activate? Then we can skip the sighting shot and just bombard the whole region. Might not be an Akatsuki killer on it's own, but for anything less than cheating Uchiha eyeballs or literal immortality, the idea of one of these on a skytower half a mile up will have even S-rankers shitting themselves.
 
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So happy to see these research results !

Some thoughts:
  • The new prep day system is good for worldbuilding (it'll finally make us follow the research chain path most sealmasters in-setting seem to have) and for QM spoons. But it also disincentivizes us from trying every single crazy idea we have. This means that Superchillers, being the most proven nuke, are definitely getting a leg up in the "which weapon to prep" category !
  • Long-range explosives having a single zone miss chance isn't much of a problem. I forget how big the big number was, but IIRC it was still quite big if you hit one zone away from the target. I expect that our main difficulty will be getting good targeting info.
  • I'm also happy to see that logn-range explosive doesn't require us to pick the range at rune creation. They're a lot more useable than I'd expected !
  • Landmines work quick and work with MARS ?!? That's absolutely amazing, those are one of our best weapons now. Presumably MARS works even if the thing is buried, right ? Worst-case we can use our disguise runes...
 
Hazō completes the Remote Explosive Rune!

Mechanics:
The blank is 5x larger (i.e., consumes 5x more substrate) than an equivalent explosive rune and can be made in the same sizes as an explosive rune (puffer, training, full strength). It is shaped like a point-type crystal instead of being approximately spherical.

At infusion time, the creator chooses a distance to target, which can be anything up to 1 mile. This is the maximum range that the rune can fire, not a fixed distance. (In general you will probably always choose the 1 mile range but you have the option to choose shorter if, e.g., you are giving the rune to someone else and want to disguise its full capability.)

Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.

The rune can be slowly rotated in three dimensions in order to change the target zone. It will typically require at least a Standard action to get it rotated and on target and may require several such actions.

The rune can fire up to 3 times and then burns out. It deactivates after firing, meaning you need to reactivate it for each new shot. [The rate of fire is still under QM discussion]

Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.

The rune requires line of effect but not line of sight. That means you can shoot through (e.g.) the canopy of a forest but not through (e.g.) a Force Dome.
*whistle*

Not bad for my first contribution to the field of modern artillery. How do we feel about something like this, and it's corresponding version?

Signal Beacon Rune

This rune resonates at a specific frequency that can be used as a targeting beacon, directing effects originating from a source with the same frequency into this Rune's Zone.

Signal Trap Rune

This rune broadcasts on many esoteric frequencies, and redirects any spatial-manipulation effects that originate from outside an area of [Zone x 5] into this Rune's Zone.

Also, another two artillery runes for the road;

Explosive Battery Rune

As Remote Explosive seal, but there's three of them. They are designed to target the same area (as in, they will all three target the same zone, but are still subject to the sighting-in rules), and when one Rune is moved the other two move with it.

Extended Remote Explosive Rune

As Remote Explosive Seal, but the shot limit has been increased to [Whatever Hazou can get away with, but start with 5].
 
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What is ELF explosive? Been somewhat tuned out of the thread for a while so I'm missing the acronyms, but saw that we just finished research on that.
I forget the exact name, but it's basically a long delayed explosive seal. The idea is to wrap runes in them, so that they destroy the rune after the rune is expired. This will prevent people from being able to rediscover/reinvent Runecrafting from the spare runes that we leave buried deep underground.
 
Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.
We can mitigate the need for sighting the rune if we fire multiple at once. To target a single zone accurately we'd probably want at least 4 Remote Explosive Runes firing simultaneously. Even then it's not that reliable. Flipping tails 4 times in a row happens more often than you'd think. The substrate cost would be massive, but it'd be well worth it to kill Akatsuki.

Substrate can also be infinitely produced so with a massive investment of resources and time we could set up dozens and blow up many zones at once, accuracy be damned.

The Space Contractor research chain seems viable and could synergize with Remote Explosives to extend the range even further.

The air leadening rune being estimated at easy is excellent news, that one sounded extremely promising and has multiple applications.

If we can make it activate at a distance we can combo it with Remote Explosives for an AoE slow + AoE explosion.
 
I forget the exact name, but it's basically a long delayed explosive seal. The idea is to wrap runes in them, so that they destroy the rune after the rune is expired. This will prevent people from being able to rediscover/reinvent Runecrafting from the spare runes that we leave buried deep underground.
Extremely long fuse, I guess given the description? I remember people talking about something like that. Thanks :)
 
Hazō completes the Remote Explosive Rune!

Mechanics:
The blank is 5x larger (i.e., consumes 5x more substrate) than an equivalent explosive rune and can be made in the same sizes as an explosive rune (puffer, training, full strength). It is shaped like a point-type crystal instead of being approximately spherical.

At infusion time, the creator chooses a distance to target, which can be anything up to 1 mile. This is the maximum range that the rune can fire, not a fixed distance. (In general you will probably always choose the 1 mile range but you have the option to choose shorter if, e.g., you are giving the rune to someone else and want to disguise its full capability.)

Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.

The rune can be slowly rotated in three dimensions in order to change the target zone. It will typically require at least a Standard action to get it rotated and on target and may require several such actions.

The rune can fire up to 3 times and then burns out. It deactivates after firing, meaning you need to reactivate it for each new shot. [The rate of fire is still under QM discussion]

Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.

The rune requires line of effect but not line of sight. That means you can shoot through (e.g.) the canopy of a forest but not through (e.g.) a Force Dome.

Hazō completes the Landmine Rune!

Mechanics:
After a small amount of chakra (seal-activation levels) is applied to the rune's surface, the rune's humming/glowing quickly crescendos. At the same point in the next combat round, the rune suddenly explodes (so if Hazō triggers the Landmine Rune on Round 1, it activates on Hazō's initiative in Round 2).

Same mechanics as the explosive rune, but triggers much quicker. Compatible with ARS/MARS.

From the sounds of it if we can somehow combine RE with Landmine Runes, we would maybe be able to build a static targeting array in the sky and just trigger it with MARS? Keep the runes pointed where they need to point with mechanical action (glue them, duct tape them, put ninja wire or stone braces to hold them in place and pointed at the same location, do all the math out beforehand, etc.) and then just key them to a few different MARS chains.

That seems to me like it would work fine and basically allow for locally optimized Moar Dakka, though the danger here is that targeting for a given set wouldnt be modifiable so if a litter of innocent puppies appears in the respective targeting area while Hidan (lets say) is in there, then its all or nothing (fire on both or dont fire).

Seems like a very promising wombo combo to me, we should investigate that.
 
On infusion days:
Hazou must go into debt to afford 350 (Rune A) + 350 (Rune B) + 175 (SC + 5 Clones) = 975 CP, 15 additional blocks to use.

On rest days:
Hazou spends: 250 (SC + 4 Clones) + 560 (SC for 7 blocks) = 810 CP => 0.7x FOOM Mult and 7 additional blocks to use.

On prep days:
Hazou spends 275 (SC + 5 Clones) + 480 (SC for 6 blocks) = 755 CP => 0.6x FOOM Mult and 13 additional blocks to use.

On travel days (note that he has only 3 hours per clone, so each clone can only get a single training block):
300 (SC + 6 Clones) + 480 (SC for 6 blocks) = 780 => 0.6 FOOM Mult and 0 additional blocks)

Note that the team can only travel 4 days sequentially, so there are "true rest days" where the team is traveling and no research is occurring, but Hazou can train for 12 hours.
On true rest days:
275 (SC + 5 Clones) + 480 (SC for 6 blocks) = 755 => 0.6 FOOM Mult and 13 additional blocks)
Our base rate was 3.25 XP/day, we experienced 6 travel days, 2 rest days, 2 true rest days, 3 infusion days, and 15 prep days.

SC XP [0.6*6 (travel)+0.7*2 (rest)+0.6*2(true rest)+15*0.6(prep)]*3.25 = 49.4 SC XP

Now for notes. Throughout the plan, we were spending 3 blocks/day learning mednin from Noburi (unless we were traveling). So we have 2 weeks remaining on that apprenticeship. Furthermore we did 6 prep days, and then a track of scribing seals on top of that. So we are effectively down 4 blocks during the duration of the research portion on top of 3 tracks of research.

Infusion days: 4 blocks (3 days) = 12 total
Prep days: 2 blocks (15 days) = 30 total
Rest days: 4 blocks (2 days) = 8 total
Travel days: 0 blocks ---
True rest: 13 blocks (no mednin/2 days) = 26 total (on 4 sets of notes)

Orochimaru's TH notes #6: S: 0, B: 68.8, R: 31.2
16 blocks applied at 2 XP/block
Orochimaru's TH notes #6: S: 0, B: 100, R: 0
Orochimaru's TH notes #7: S: 0, B: 21.6, R: 28.4
29 blocks applied at 1XP/block
Orochimaru's TH notes #7: S: 0, B: 50, R: 0
Orochimaru's TH notes #8: S: 0, B: 10.2, R: 39.8
29 blocks applied at 1XP/block
Orochimaru's TH notes #8: S: 0, B: 39.2, R: 10.8
Orochimaru's MedKnow notes #1: S: 0, B: 32, R: 68
2 blocks applied at 4XP/block
Orochimaru's MedKnow notes #1: S: 0, B: 40, R: 60
 
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How does spatial compression work? Can we spatially compress the rift site such that the rift is too small for others to interact with or enter?
 
Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.
Pinging also @eaglejarl @Velorien

Is this in the same combat round as the Standard? That is, can you effectively target ninja in combat with this rune?

Or is the activation delay enough that this is only good for an ambush?
 
So researching a Rune involves making one, right ?

I sort of want a Lore update of this latest research. I wonder if our invention of the "big explosion from a mile away" rune was good for morale. This is a clear and obvious success, and a clear and obvious big step forwards against Akatsuki.
 
(Note: to avoid confusion for the QMs, there are two explicit questions for them in this post, both of which have mentions next to them. Everything else is just comments.)

Hazō completes the Remote Explosive Rune!

Mechanics:
The blank is 5x larger (i.e., consumes 5x more substrate) than an equivalent explosive rune and can be made in the same sizes as an explosive rune (puffer, training, full strength). It is shaped like a point-type crystal instead of being approximately spherical.

At infusion time, the creator chooses a distance to target, which can be anything up to 1 mile. This is the maximum range that the rune can fire, not a fixed distance. (In general you will probably always choose the 1 mile range but you have the option to choose shorter if, e.g., you are giving the rune to someone else and want to disguise its full capability.)

Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.

The rune can be slowly rotated in three dimensions in order to change the target zone. It will typically require at least a Standard action to get it rotated and on target and may require several such actions.

The rune can fire up to 3 times and then burns out. It deactivates after firing, meaning you need to reactivate it for each new shot. [The rate of fire is still under QM discussion]

Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.

The rune requires line of effect but not line of sight. That means you can shoot through (e.g.) the canopy of a forest but not through (e.g.) a Force Dome.
My enthusiasm for this has been dampened somewhat by the fact that I am a. ill and b. somewhat upset about the prep day mechanics change. (I understand why it was needed, but as someone who started participating in the quest because I wanted to see whether a rune idea I had would work, had that idea voted into plans but not prepped for one reason or another, and repeatedly refrained from pushing for it in other cycles in favour of more immediately useful difficulty checks, it is ... unpleasant to realize that I now may never find out whether it works because of the increased investment needed.) However, let's take a look anyway!

At infusion time, the creator chooses a distance to target, which can be anything up to 1 mile. This is the maximum range that the rune can fire, not a fixed distance. (In general you will probably always choose the 1 mile range but you have the option to choose shorter if, e.g., you are giving the rune to someone else and want to disguise its full capability.)
This is really good. A big question about this rune was what the range would be, and a mile is definitely on the high end of what it could have been. In particular, it's probably enough to set them up without being spotted by Akatsuki. (Probably. Depends on whether Hidan needs to explicitly activate his blood tracking ability. And on what Kisame's chakra-sensing range is. And on whether Itachi sends Crow summons ranging out this far as a matter of policy - though SCSA might solve that issue.)

Activating the rune is a Standard action. Upon activation, the air within 3 zones of the rune starts to faintly ripple and warp and there is a clearly audible hum that steadily builds in intensity. Shortly thereafter, the rune triggers, and the effects of an explosive rune occur within a zone in front of the crystal's point and distance-to-target away.
I initially read this as being within three zones of the target point, which would have made the rune ... somewhat less than useful for our purposes. Fortunately, that is not actually what it says, and otherwise this seems useful (though I'd love to know exactly what "shortly thereafter" means; from Paperclipped's post above, this is what's meant by the rate of fire, so we'll find out shortly!).

The rune can be slowly rotated in three dimensions in order to change the target zone. It will typically require at least a Standard action to get it rotated and on target and may require several such actions.

The rune can fire up to 3 times and then burns out. It deactivates after firing, meaning you need to reactivate it for each new shot. [The rate of fire is still under QM discussion]
Sure. Multiple shots is better than I expected, though Akatsuki will probably scatter right after the first shot, so this part is probably only good for structures or armies.

Sighting in the rune requires at least one practice shot. When you initially fire it, you choose a zone within the range and flip a coin. If the coin lands heads then you hit the target zone. If it lands tails then it hits a randomly-selected adjacent zone. The shot-drift is consistent for a specific rune so once you have done the sighting shot you can always hit the target zone even when retargeting. Each individual rune must be sighted separately.
Hmm. I wonder if we could fix this problem in future versions? That said, it's not a huge problem; certainly I'll take this over a situation where we had to set the target at infusion time, which was my default assumption on how this was going to work!

The rune requires line of effect but not line of sight. That means you can shoot through (e.g.) the canopy of a forest but not through (e.g.) a Force Dome.
This part, I have questions about. Pinging also @eaglejarl @Velorien : what exactly does "line of effect" mean here? Is it about the density of matter in the way (so leaves don't block it but a Force Dome does)? Or does the Force Dome block REs because it's a chakra effect?

To ask about the use case I'm envisioning: can you fire Remote Explosives through large quantities of stone? Specifically, can we set them up underground and then fire them at a distant target?



All in all, this seems very positive. The kind of precise checkerboard pattern I was originally enviseaging we could use is probably not possible because of the sighting requirements, but being able to retarget the runes after they're infused is a huge bonus to any plan that uses them for attack.

Research-wise, if the "short delay" before the runes fire is any longer than a combat round, we should probably research a combined landmine-remote explosive rune soon-ish. As @Sir Stompy convinced me of a while back, these may not be sufficient to kill Akatsuki (even at the Rift site) by themselves, because of the danger that multiple simultaneous explosions might incur only a single dodge roll; but the fact that Landmine is compatible with MARS opens options like firing one narrowly-targeted wave, then firing a second wave (from different runes) less than a single combat round later.

... Actually, @eaglejarl @Paperclipped @Velorien , scenario question. Suppose we have an array of sixteen landmine REs linked to one MARS chain, and another array of sixteen linked to a second MARS chain. On Kei's turn, she triggers the first MARS chain, then on Hazō's turn, he triggers the second MARS chain. The next combat round, Kei's array triggers, firing at Akatsuki. Presumably, this counts as the start of combat. What happens to the turn orders?
  • Scenario 1: Initiative is re-determined at the point when the first REs fire, so Akatsuki (who presumably beat Hazō's initiative) get to take their turns immediately after the first barrage, before the second barrage. Kei acts as the ambusher and gets to automatically go first according to the ambush rules, since otherwise she would get a second turn before Hazō had his.
  • Scenario 2: Initiative had theoretically already been happening, and the Akatsuki had already taken their turns before Hazō and Kei took theirs, so they don't get to take their turns until after the second barrage.
  • Scenario 3: Initiative doesn't exist outside of combat, and nor does the concept of turns, so this setup doesn't make sense. The explosions either happen at the same time or separated by some delay, the length of which determines whether the Akatsuki get to take their turns before the second barrage.
... or some other option I've missed. (The motivation for this question is that a big concern about the landmine-RE barrage strategy is that all of Akatsuki probably have really good movement techniques (and can just Sprint a silly number of Zones if not) such that if they get to take their turns they can escape any reasonable blast area; but they may not have good enough off-turn movement techniques to escape the blast area before their turns come up.)
 
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