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Is the burned out rune still recognizable as the remnants of a 3-D seal to any decent sealmaster? Does that change if exploded by an LFE?


1) The average "decent sealmasters" think of 3D sealing as non-existent utter nonsense and would probably not entertain the idea. Sealmasters who have been exposed to the reality of the idea (e.g. all those in Leaf and some in Mist) might or might not consider it.

2) Runic substrate is purified+condensed marble with purified+condensed crystal wrapped around it. Being condensed increases a material's brittleness. An LFE would turn a normal-sized rune (infused or expired) into shrapnel of sizes ranging from "dust" to "fist". In this context "normal-size" means anything up to 125 points of substrate. Larger runes would leave larger pieces.
 
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2) Runic substrate is purified+condensed marble with purified+condensed crystal wrapped around it. Being condensed increases a material's brittleness. An LFE would turn a normal-sized rune (infused or expired) into shrapnel of sizes ranging from "dust" to "fist". In this context "normal-size" means anything up to 125 points of substrate. Larger runes would leave larger pieces.

A single explosive seal does not destroy an expended rune to the point where it is not recognizable. Twelve or so seems sufficient to grind it down into small enough pieces that someone inspecting the rubble afterwards probably wouldn't be able to tell that there was anything unusual about it
Pinging also @Velorien

Uhhhhh which one is it?
 
Uhhhhh which one is it?
These seem compatible to me? A fist-sized chunk of something is fairly easy to recognize as what material it is. I would read EJ's statement as 1 explosive being sufficient to make a specific rune unrecognizable as that specific rune, and Paper's statement as a dozen explosives being sufficient to make the material also unrecognizable because it got dusted.
 
You're contrasting an answer about explosive runes with an answer about explosive seals.
No, the LFE is a seal

Long Fuse Explosive


Seal


An explosive seal that can be set on a timer of up to "a month" on the timeladder.


Does not need to be mobile or single element.


Infuse Long Fuse Explosive.


Hazō (Calligraphy): 47 + 3 (Dampeners) + 2 (prep) - 9 = 43

Hazō (Sealing): 53 + 2 (prep) + 9 = 64


Hazō completes the Long Fuse Explosive! Tentative mechanics: Once activated, this explosive tag occasionally flickers with light until a chosen time up to a month away, when it suddenly explodes. The duration is chosen at infusion time, and is only accurate to the hour mark.
 
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These seem compatible to me? A fist-sized chunk of something is fairly easy to recognize as what material it is. I would read EJ's statement as 1 explosive being sufficient to make a specific rune unrecognizable as that specific rune, and Paper's statement as a dozen explosives being sufficient to make the material also unrecognizable because it got dusted.
That's a good point. I'm happy to go with that.
 
One confusion I have about this is, doesn't sealing protocol suggest not having any other active seals anywhere nearby to the extent practical for the first test of a seal? Is this different for runes?
 
@eaglejarl @Velorien @Paperclipped

Does ACE increment based on subjective or solar time? That is, does Hazou's time in the TRs make him get the next ACE stunt sooner than 1 solar year from when he started?

If that's the case I'll keep track of when the stunt increments. Just need to start doing the bookkeeping
 
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Fixed the Effect scaling. Accidentally had it set as Effect 4 and only Effect 4 (meaning it would be casting at Effect 4, even at level 1). While that would be nice, I also suspect that it would be drastically harder to achieve than merely shifting the AB-to-Effect scaling up a little bit.


BoC 20 Substrate Tweak



TypeManuver
ElementEarth
Effect 2, 3, 4+30, 60, 100
DurationConcentration+50
Durabilityn/a
Range-2 (personal)only stone you're touching
Casting Speedseveral minutes-30
AoESame Zone+40
AdvantagePermanent Effect+10
Advantagecan mold non-manually with time penalty+30
Disadvantage Breaks Very Painfully-30(?)
Disadvantage Lingering Major Alertness Debuff (-3AB)-40(?)
DisadvantageElemental Requirement-20
Disadvantage increased ongoing chakra cost-20(?)
TotalsChakra: 4, 10, 18 (+ ongoing costs)Strain: 20, 50, 90

BoC, but...
  • Unlocks viable substrate at level 20 instead of 30. Adjusts Effect-to-AB scaling so that it reaches Effect 4 (when the OG BoC unlocks substrate) at AB 3. Leveling BoC beyond AB 3 does not raise the effect beyond Effect 4, or otherwise unlock any additional capabilities.
  • Much-reduced AoE
  • Creates an extremely intense case of tunnel vision, allowing for a more precise manipulation of one's chakra into the material, increasing the 2*AB Alertness debuff to a 3*AB Alertness debuff. This debuff lingers for the next "several hours," according to the time ladder, representing the difficulty in refocusing outside of the tunnel vision (subjective time).
  • Failure to pay chakra costs or losing contact with the manipulated sample results in the standard 3+(Effect) physical stress, but also automatically inflicts a Mental Mild Consequence ("dazed") to represent the violence of breaking such an intense tunnel vision.
  • Ongoing Chakra costs to transform material into valid substrate is 3 chakra/minute, instead of the prior 2 chakra/minute.
 
Given hazou skill high enough to discover things about Great Seal. What do you all think of having him spend more time on studying it? If safety is concern can have him study downloaded version in brain.
 

BoC 20 Substrate Tweak



TypeManuver
ElementEarth
Effect 2, 3, 4+30, 60, 100
DurationConcentration+50
Durabilityn/a
Range-2 (personal)only stone you're touching
Casting Speedseveral minutes-30
AoESame Zone+40
AdvantagePermanent Effect+10
Advantagecan mold non-manually with time penalty+30
Disadvantage Breaks Very Painfully-30(?)
Disadvantage Lingering Major Alertness Debuff (-3AB)-40(?)
DisadvantageElemental Requirement-20
Disadvantage increased ongoing chakra cost-20(?)
TotalsChakra: 4, 10, 18 (+ ongoing costs)Strain: 20, 50, 90

BoC, but...
  • Unlocks viable substrate at level 20 instead of 30. Adjusts Effect-to-AB ratio so that it reaches Effect 4 (when the OG BoC unlocks substrate) at AB 3. Leveling BoC beyond AB 3 does not raise the effect beyond Effect 4, or otherwise unlock any additional capabilities.
  • Much-reduced AoE
  • Creates an extremely intense case of tunnel vision, allowing for a more precise manipulation of one's chakra into the material, increasing the 2*AB Alertness debuff to a 3*AB Alertness debuff. This debuff lingers for the next "several hours," according to the time ladder, representing the difficulty in refocusing outside of the tunnel vision (subjective time).
  • Failure to pay chakra costs or losing contact with the manipulated sample results in the standard 3+(Effect) physical stress, but also automatically inflicts a Mental Mild Consequence ("dazed") to represent the violence of breaking such an intense tunnel vision.
  • Ongoing Chakra costs to transform material into valid substrate is 3 chakra/minute, instead of the prior 2 chakra/minute.
Someone in the discord mentioned doing this with MEW, which I thought might be easier as it doesn't have as many fiddly bits. Tried to come up with an appropriate name for that sweet TN discount.
Wunjō no Jutsu
TypeManeuverStrain
ElementEarth0
Effect1 to AB10, 30, 60, 100, 150…
DurationAn instant0
DurabilityN/A0
Range280
Casting SpeedSeveral minutes-30
AOE220
WeaponsN/A0
AdvantagePermanent Effect (Lesser)10
DisadvantageCooldown = Cast Time, min 1 round-10
DisadvantageBreaks Painfully-20
DisadvantageElemental Requirement-20
DisadvantageRequires Apprentice Stunt-10
Totals6, 10, 16, 24, 34… CP30, 50, 80, 120, 170…

Who uses it knows no pain,
sorrow nor anxiety, and he himself has
prosperity and bliss, and also enough shelter.
Wunjō no Jutsu creates [Effect] runic substrate prisms of total volume 1 m^3 each, with minimum dimension 0.25m along any one side, which must emerge from a surface the caster's chakra can reach. (Note that this enables casting on the surface from underground.)
 
@eaglejarl, @Velorien, @Paperclipped

Can we get the mechanics for MS8? The narrative observations have thus far been...
  • Works as a chakra scanner similar to (but different than) Kagome's Sensor Seals. When scanning with Kagome's sensor seals, we often double up and use MS8 so that the two seals can catch what the other one doesn't.
    • Both Hazou and Kagome have been able to read useful information off of MS8 and Kagome's Invented Sensor Seals.
  • MS8 is able to read internal chakra manipulations, and is able to do so in such a way that it has medical applications, allowing a normal mednin to act as though they were a Hyuuga Medic. Byakugan-using medics are so useful that Hiashi was able to bribe Tsunade into voting for him, in part, by promising to order a portion of future Hyuuga ninja into becoming medics.
    • Note: Noburi did not treat Kagome's sensor seals with the same level of excitement, so we can assume that Kagome's sensor seals doesn't have the same medical applications as MS8. Perhaps Kagome's seals have a higher fidelity, but less penetrative power?
Suggestions to build off of/reject...
  • Sealing
    • You are able to freely detect and examine chakra effects
    • Roll Sealing instead of Examination to detect and examine chakra effects
    • Roll (3/4ths) Sealing instead of Examination to detect and examine chakra effects
    • Roll (2/3rds) Sealing instead of Examination to detect and examine chakra effects
  • Mednin
    • You are able to freely detect injuries /diseases related to chakra coils because of the seal-enhanced feedback from your medical ninjutsu. The enhanced feedback means you are able to apply medical techniques/chakra with greater finesse. Add Sealmaster AB to your mednin rolls.
    • Using the readouts from the seal, you are able to freely detect injuries/diseases in another's chakra coils and apply your medical techniques with greater finesse. Add Sealmaster AB to your mednin roll when treating such injuries. Does not apply a bonus to non-chakra related diseases or injuries --the seal's feedback for non-chakra coil injuries are too rough to properly parse. Perhaps seals later down the MS chain will provide a more generalized Mednin bonus.
    • Though the data is a little rough, but with some practice and your preexisting knowledge of the human body, you are able to accurately interpret the data. Using this seal, you are able to freely detect injuries/diseases related to chakra coils. Additionally, add Sealmaster AB to your mednin roll when treating such injuries. (Prerequisite: Medknow 20, buy a low-cost Stunt).
    • Add Sealmaster AB to Medknow when diagnosing injuries and diseases related to chakra coils. Add Sealmaster AB to Mednin rolls when treating such injuries.
  • Technique Hacking
    • The seal-enhanced feedback regarding your internal manipulations provides a bonus to THing. Add Sealmaster AB to your THing rolls
    • The fidelity is a little rough, but the enhanced-feedback is able to provide a small bonus to THing. Add (1/2) Sealmaster AB to your THing rolls.
    • The seal-enhanced feedback means you are able to manipulate you chakra with greater dexterity/efficiency than before. For the purposes of Technique Hacking shifts, add +1 to your chakra AB.
    • The seal-enhanced feedback is promising, but the fidelity is still too rough to apply a bonus to THing. However, Hazou thinks seals down the MS chain would provide such a bonus.
    • The seal-enhanced feedback is promising, but the fidelity is far too rough to apply a bonus to THing, and Hazou doesn't think that seals down the MS chain would provide such a bonus. However, with his own sealing and THing knowledge, he thinks that the can make a variant of MS8 that would provide a bonus to THing. He would have to sit down and actually do the math to see how difficult such a project would be, though.
 
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Someone in the discord mentioned doing this with MEW, which I thought might be easier as it doesn't have as many fiddly bits. Tried to come up with an appropriate name for that sweet TN discount.
I'm actually far less certain that MEW would be easier. BoC already has the substrate capability built into it. All we'd be doing is pushing that pre-existing capability a little ahead, and taking some easy trade offs in exhange (after all, we don't need BoC for PS's "Calligraphy" stat). With your suggestion, Hazou would be doing the hard part (instilling substrate capability into a jutsu), himself.

Further, BoC's description has Hazou heavily suffusing material with his own chakra in order to turn it into viable substrate... I'm not sure that Hazou can just auto-generate it, as-is, with MEW like he does for granite. At the very least, it sounds a lot harder than just taking a pre-existing, built-in capability, and enhancing it in (exchange for nerfing capabilities we don't need/care about, since we have ES50).
 
I'm actually far less certain that MEW would be easier. BoC already has the substrate capability built into it. All we'd be doing is pushing that pre-existing capability a little ahead, and taking some easy trade offs in exhange (after all, we don't need BoC for PS's "Calligraphy" stat). With your suggestion, Hazou would be doing the hard part (instilling substrate capability into a jutsu), himself.

Further, BoC's description has Hazou heavily suffusing material with his own chakra in order to turn it into viable substrate... I'm not sure that Hazou can just auto-generate it, as-is, with MEW like he does for granite. At the very least, it sounds a lot harder than just taking a pre-existing, built-in capability, and enhancing it in (exchange for nerfing capabilities we don't need/care about, since we have ES50).
I don't think the difficulty of the project is based on the differences from the original jutsu, but rather the new jutsu/tweak in its totality.
 
I don't think the difficulty of the project is based on the differences from the original jutsu, but rather the new jutsu/tweak in its totality.
If this were a new jutsu, I'd agree with you.

But Tweaks are, by definition, a "slight modification" to an existing ninjutsu. So the further you deviate from the original ninjutsu, the harder such a project would be... until it no longer becomes a "Tweak" and instead becomes an entirely new ninjutsu project.

@eaglejarl, @Velorien, @Paperclipped

Can we get a ruling on this? When we try to make a Runic Substrate Tweak, we'll need to know what our options are, and more information will help us make the best choice possible.
 
If this were a new jutsu, I'd agree with you.

But Tweaks are, by definition, a "slight modification" to an existing ninjutsu. So the further you deviate from the original ninjutsu, the harder such a project would be... until it no longer becomes a "Tweak" and instead becomes an entirely new ninjutsu project.
If you deviate too much, you're straight up not allowed to do the tweak. I don't think staying closer to the original jutsu lowers the TN. It's based on what the jutsu does, decreased slightly if its a tweak and not a new jutsu.
 
Reminder, by the by, that Hazou has precomitted to helping his past self via time travel.

I think that nowabouts Hazou has progressed sufficiently in runecraft to attempt this again.
 
ACE Iteration Dates for the PCs

Originally they would have been April 16, but in August the PCs started using TRs, which have sped things up considerably. The way this post will work is list the subjective days experienced since the first TR came online. And then subtract that from the days remaining to April 16 when the character first ventured into a TR.

Last updated for Chapter 689

Hazou
- entered the TR on August 12, starting at 247 days: 10 + 4 + 13 + 1 + 7 + 7 + 12 + 8 + 6 + 32 + 28 + 1 + 30 + 2 + 83 = 244

247 - 159 = 3 days remaining

Kei - entered the TR on October 2 starting at 196 days: 8 + 6 + 32 + 28 + 1 + 30 + 2 + 83 = 190

196 - 190 = 6 days remaining

Noburi - entered the TR on October 2 starting at 196 days: 8 + 6 + 32 + 28 + 1 + 30 +2 + 83 = 190

196 - 190 = 6 days remaining
 
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Man, I'm hyped for this update.



Anyway, I had some thoughts on Kei's combat setup.

Her biggest problems are that she's doesn't have a good set of offensive buffs, and that she's starved for supplemental actions(even before substitution).
Activating CotWG, drawing a new kunai, enhancing a kunai with CotWG, and activating an explosive tag each take a supplemental. that's 4 or 3 supplementals per turn, even without activating other buffs or substitution.

Fortunately, Shadow Clone means she doesn't need to split supplementals between attack and substitution. Kei can buff her attacks less frequently but keep CotWG tags for Ath and Supplementals for substitution, while Snowflake(s) can go all-in on offense. That's not ideal, but it'll keep them safe & effective until we can unfuck this.

We have some promising ideas for RW-boosting seals for Kei: KISS and Force Kunai. If they work out, that would leave her defensive buffset as CotWG+RRB+Sub, and her offensive buffset as CotWG+KISS+Force Kunai. looks pretty good, except she needs 3+ supplementals, even with MARS.
We have two ways to reduce this. one is getting her CotWG weapon-boost to also activate her seals(KISS+Force Kunai). This is basicaly a CATEARS varient triggered by intense wind-element chakra instead of chakra-adheasion.
The second way is to save an action on drawing her kunai. This seems like a reasonable thing for a stunt to do, if your RW is at high-chunin or low-jounin levels.

Put together, Kei's combat goes like this:
Turn 1: Activate CotWG, quickdraw one kunai, attack. (1 supplemental saved for sub).
Turn 2: quickdraw one kunai, enhance kunai with CotWG(also triggers KISS and Force Kunai), attack. (1 supplemental saved for sub).
Turns 3+: as per turn 2

Notice the happy side-effect of activating CotWG instead of buffing RW on her first turn is Kei's turn 2 attack is much deadly than the enemy expects, given her first attack.
Jounin: attacks with Melee Weapons 60 + 10(big buff) + 7(combat style) + 7(some other bonus) +7(invoke "vetern ninja") = 91
Kei: Ath 53 + 9(RRB) + 13(substitution) + 15(CotWG) = 90
Jounin hits with 0 shifts at Weapon:2! Kei takes 2 stress, reduced to 1 by PCJ
Kei: attacks with RW 49 + 0(no buffs) = 49
Enemy: Ath 60 + 15(substitution) + 7(combat style) + 7(some other bonus) = 89
Kei misses by 40! Jounin thinks "wow, this chick's attacks suck"
turn 2:
Jounin: attacks somone else
Kei: attacks with RW 49 + 15(3x CotWG tags) + 6(Force Kunai) + 7(KISS) + 6(invoke "team uplift!") = 83
Enemy: Ath 60 + 0("I'll save my substitution for the real threats") +7(combat style) +7(some other bonus) = 74
Kei hits with 3 shifts at Weapon:4 for a total of 7 stress! Jounin take 3 stress and take a moderate consequence(Gut Wound)!
...and that's with Kei's current stats of Ath 53 RW 49. with the described seals+stunt, she'll be an absolute terror when her combat stats go up.



How realistic is getting all this? We certainly can't spend DoB cycles on Kei's personal combat kit, so we're restricted to chunin-difficulty seals we can safely do on the off-track.

KISS is chunin difficulty, EZ
Force Kunai: Hazou described Force Claws as "pretty easy as Jounin seals go", and now we have much better veterancy. we could probably safely off-track it, but I'd want to look carefully at the numbers first, and abort if difficulty is Jounin+.
Wind-Activated CATEARS: CATEARS was chunin. this seems slightly more advanced, but we have CATEARS for veterancy, sooo.... try it and about if difficulty is Jounin+.

Ok, looks pretty good! Seems like we might be able to do all of this as side projects without slowing DoB research at all.
 
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Wind-Activated Relay Seal (WARS)
Seal
A CATEARS variant that can be activtes when exposed to intense wind-element chakra(such as CotWG's weapon-enhancement)
 
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Man, I'm hyped for this update.



Anyway, I had some thoughts on Kei's combat setup.

Her biggest problems are that she's doesn't have a good set of offensive buffs, and that she's starved for supplemental actions(even before substitution).
Activating CotWG, drawing a new kunai, enhancing a kunai with CotWG, and activating an explosive tag each take a supplemental. that's 4 or 3 supplementals per turn, even without activating other buffs or substitution.

Fortunately, Shadow Clone means she doesn't need to split supplementals between attack and substitution. Kei can buff her attacks less frequently but keep CotWG tags for Ath and Supplementals for substitution, while Snowflake(s) can go all-in on offense. That's not ideal, but it'll keep them safe & effective until we can unfuck this.

We have some promising ideas for RW-boosting seals for Kei: KISS and Force Kunai. If they work out, that would leave her defensive buffset as CotWG+RRB+Sub, and her offensive buffset as CotWG+KISS+Force Kunai. looks pretty good, except she needs 3+ supplementals, even with MARS.
We have two ways to reduce this. one is getting her CotWG weapon-boost to also activate her seals(KISS+Force Kunai). This is basicaly a CATEARS varient triggered by intense wind-element chakra instead of chakra-adheasion.
The second way is to save an action on drawing her kunai. This seems like a reasonable thing for a stunt to do, if your RW is at high-chunin or low-jounin levels.

Put together, Kei's combat goes like this:
Turn 1: Activate CotWG, quickdraw one kunai, attack. (1 supplemental saved for sub).
Turn 2: quickdraw one kunai, enhance kunai with CotWG(also triggers KISS and Force Kunai), attack. (1 supplemental saved for sub).
Turns 3+: as per turn 2

Notice the happy side-effect of activating CotWG instead of buffing RW on her first turn is Kei's turn 2 attack is much deadly than the enemy expects, given her first attack.
Jounin: attacks with Melee Weapons 60 + 10(big buff) + 7(combat style) + 7(some other bonus) +7(invoke "vetern ninja") = 91
Kei: Ath 53 + 9(RRB) + 13(substitution) + 15(CotWG) = 90
Jounin hits with 0 shifts at Weapon:2! Kei takes 2 stress, reduced to 1 by PCJ
Kei: attacks with RW 49 + 0(no buffs) = 49
Enemy: Ath 60 + 15(substitution) + 7(combat style) + 7(some other bonus) = 89
Kei misses by 40! Jounin thinks "wow, this chick's attacks suck"
turn 2:
Jounin: attacks somone else
Kei: attacks with RW 49 + 15(3x CotWG tags) + 6(Force Kunai) + 7(KISS) + 6(invoke "team uplift!") = 83
Enemy: Ath 60 + 0("I'll save my substitution for the real threats") +7(combat style) +7(some other bonus) = 74
Kei hits with 3 shifts at Weapon:4 for a total of 7 stress! Jounin take 3 stress and take a moderate consequence(Gut Wound)!
...and that's with Kei's current stats of Ath 53 RW 49. with the described seals+stunt, she'll be an absolute terror when her combat stats go up.



How realistic is getting all this? We certainly can't spend DoB cycles on Kei's personal combat kit, so we're restricted to chunin-difficulty seals we can safely do on the off-track.

KISS is chunin difficulty, EZ
Force Kunai: Hazou described Force Claws as "pretty easy as Jounin seals go", and now we have much better veterancy. we could probably safely off-track it, but I'd want to look carefully at the numbers first, and abort if difficulty is Jounin+.
Wind-Activated CATEARS: CATEARS was chunin. this seems slightly more advanced, but we have CATEARS for veterancy, sooo.... try it and about if difficulty is Jounin+.

Ok, looks pretty good! Seems like we might be able to do all of this as side projects without slowing DoB research at all.
Assuming Kei isn't being attacked from ambush, she will normally already have a kunai in hand and that takes care of most of the problems.

CotWG allows you to buff and draw a kunai with the same supplemental, which leaves Kei with an additional supplemental to use on something else.
 
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