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[ ! ] Screaming in Kagome.
Huh. I haven't seen it elsewhere, but I also haven't been in a lot of threads.

Every time I try to estimate seal difficulties based on story-given information (and my best idea of the QM's criteria based on that), it seems to have only slightly more accuracy than random guessing. As you should know, because I've bemoaned it at length the last time we tried to work out how difficult seals were to research.

At this point I've mostly given up, and I've been left with little option but to turn to Hazou, who has had access to far more Seal theory than I have, and who hopefully has some deeper understanding of the patterns involved.

EDIT: but for what it's worth...

Q: Is it a cantrip?
A: No. +1

Q: Is the effect significant in magnitude?
A: No. +0

Q: Is it a mod of a previously reseached seal?
A: No. +1

Q: Is it in the same field as a previously researched seal?
A: No. +2

Q: Will it cause the QMs to haemorrhage spoons?
A: I don't see how it could. +0

Q: Is it something sealmasters have been trying to make for centuries?
A: Wasn't useful until flight was common, so no. +0

Q: Does it fuck with other seals?
A: No. +0

Q: Does it fuck with dimensions?
A: No. +0

Q: Does it fuck with biology?
A: No. +0

Q: Does it require complicated info processing?
A: No. +0

Result: 4, not too difficult, should take a couple of weeks.

(Now let's watch as Hazou immediately discards the idea as being leagues above him. :()
Ah, so, I was specifically thinking of the lecture around chakra batteries and MEW seals. What specifically do you want the seal to do, under what trigger condition, and with what boundary definitions? Picking smaller actions, simpler triggers, and better-defined boundaries will all make the sealcrafting easier.
 
Every time I try to estimate seal difficulties based on story-given information (and my best idea of the QM's criteria based on that), it seems to have only slightly more accuracy than random guessing. As you should know, because I've bemoaned it at length the last time we tried to work out how difficult seals were to research.

At this point I've mostly given up, and I've been left with little option but to turn to Hazou, who has had access to far more Seal theory than I have, and who hopefully has some deeper understanding of the patterns involved.

EDIT: but for what it's worth...

Q: Is it a cantrip?
A: No. +1

Q: Is the effect significant in magnitude?
A: No. +0

Q: Is it a mod of a previously reseached seal?
A: No. +1

Q: Is it in the same field as a previously researched seal?
A: No. +2

Q: Will it cause the QMs to haemorrhage spoons?
A: I don't see how it could. +0

Q: Is it something sealmasters have been trying to make for centuries?
A: Wasn't useful until flight was common, so no. +0

Q: Does it fuck with other seals?
A: No. +0

Q: Does it fuck with dimensions?
A: No. +0

Q: Does it fuck with biology?
A: No. +0

Q: Does it require complicated info processing?
A: No. +0

Result: 4, not too difficult, should take a couple of weeks.

(Now let's watch as Hazou immediately discards the idea as being leagues above him. :()

So the seal under discussion was "Featherfall Seals", right? How would it actually work? That is, what is the signal to the seal that you're "falling" (moving at an unacceptably fast velocity towards the ground) and how is it supposed to slow down that motion?

Are we talking about something that drains kinetic energy from an object moving above a certain speed and then treats Hazou as "an object"? Or is it just supposed to produce some kind of parachute-like effect by creating an object with massive wind resistance?

How do you keep it from going off when you're just moving at regular fast ninja speeds?

Is it anchored to paper like most seals? If so, how do you make sure it's aimed correctly in the middle of a fall?

It seems to me that draining kinetic energy opens up all sorts of issues. What would be much simpler would be a harness with a seal on the back that contains a glider or something. If you're falling, slap the trigger and a glider appears out of the storage seal hooking itself into the harness as it emerges (the trickiest part). Then you glide to safety.
 
She may have sworn off combat, in that case, and instead been treated for her hemophobia to do medical research.
 
Ah, so, I was specifically thinking of the lecture around chakra batteries and MEW seals. What specifically do you want the seal to do, under what trigger condition, and with what boundary definitions? Picking smaller actions, simpler triggers, and better-defined boundaries will all make the sealcrafting easier.

Okay, I thought that was pretty well defined, but to put it in less ambiguous terms:

When the seal is activated and attached to a subject: if that subject enters free-fall: just before the subject is going to hit the ground: reduce the subject's momentum to zero (without applying an opposing force upon them that would cause them harm, that would negate the point of the seal): and do not continue to affect the subject's momentum - just apply an instantaneous effect once.
 
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Okay, I thought that was pretty well defined, but to put it in less ambiguous terms:

When the seal is activated and attached to a subject: if that subject enters free-fall: just before the subject is going to hit the ground: reduce the subject's momentum to zero (without applying an opposing force upon them that would cause them harm, that would negate the point of the seal).

So the seal has to:
1. Designate an individual that is carrying it as its "subject" and successfully treat that individual and anything they are carrying as one object to be affected together.
2. Monitor the velocity of the subject.
3. Monitor the distance to the ground of the subject.
4. Upon the appropriate trigger of those things it is is monitoring, it has to reach out and affect the subject (remember, the seal is on paper... the subject is just carrying it) and drain their kinetic energy away instantly without harming them.

All that seems pretty complicated, and I don't know if Hazou even knows where to start on seals that affect kinetic energy and momentum... if he can crack that nut he can probably use it for all sorts of things, including genuine Superman-style flight. I mean, if you can reduce momentum to zero then you could logically add it it in any vector you wanted as well.

As I suggest in my post above, I think it would be easier if you went to an manual trigger (if you're not falling from high enough to have time to trigger it, you're probably not so high a ninja can't stick the landing) and find some way to use good old-fashioned air resistance to handle slowing the fall.
 
Okay, I thought that was pretty well defined, but to put it in less ambiguous terms:

When the seal is activated and attached to a subject: if that subject enters free-fall: just before the subject is going to hit the ground: reduce the subject's momentum to zero (without applying an opposing force upon them that would cause them harm, that would negate the point of the seal): and do not continue to affect the subject's momentum - just apply an instantaneous effect once.
How does the seal determine where the ground is? How does it determine when free-fall is? I feel that this seal would function better if it were an activated seal. It would require a little more training to use, and an action, but it would be much easier to craft for doing so.
 
How does the seal determine where the ground is? How does it determine when free-fall is?

How? "Because Seal."

At some point you've got to say "because seal", because otherwise you don't have a seal. You have mundane technology. Seals inherently pull the ability to do things out of the aether.

When you design a seal, you're designing what it does, not how it does it.
 
[X] Action Plan: Heartache
  • Keep doing the mission. Same protocol as we've always done, plus additional security because we're close to Mist.
  • Try to convince Minami to help the contact.
    • Discuss time lost by escorting the contact's family.
    • Discuss time lost by clearing chakra beasts, such that the family could safely travel.
    • Discuss alternative methods of helping the family (material goods, MEW defenses, kill nearby chakra monsters...).
  • Some heartwarming/heartwrenching scenes wherein we check up on Rockfall 1's mental state (regarding killing 60 civilians).
  • Related scenes with Keiko considering the status of Panjandrum (who was "killed" during the battle), and other Pangolin-related matters.
  • Anything we haven't yet done from this list.

1) Discuss opsec concern not just time lost. Don't dismiss them out of hand.
2) Don't simply use the list. Update it.
 
How? "Because Seal."

At some point you've got to say "because seal", because otherwise you don't have a seal. You have mundane technology. Seals inherently pull the ability to do things out of the aether.

When you design a seal, you're designing what it does, not how it does it.
Sure, but there are still complexity penalties.
 
How? "Because Seal."

At some point you've got to say "because seal", because otherwise you don't have a seal. You have mundane technology. Seals inherently pull the ability to do things out of the aether.

When you design a seal, you're designing what it does, not how it does it.

It does seem complex.

You need to design some sort of range finder seal. And then design the seal to trigger the reduction of momentum and so forth.

It's easier to design a seal that flip on and every X amount of seconds to reduce the impact of falling.
 
I think a seal intelligent enough to know when it would suddenly experience decreased momentum would have to be a temporal seal. It would transmit information from the future regarding its own momentum, and when the rate of change in momentum increases past a set magnitude then it would activate.

In related news, I veto this project. Because temporal seals are FUBAR.
 
Sure, but there are still complexity penalties.

If you can find a way to simplify "the seal knows when you're falling and about to hit the ground" without making it an actively triggered effect (and therefore not usable by people who were knocked unconscious mid-flight), then I'm all ears.

EDIT: Don't be silly faflec. An "about to hit the ground" sensor does not require sending information backwards in time.
 
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If you can find a way to simplify "the seal knows when you're falling and about to hit the ground" without making it an actively triggered effect (and therefore not usable by people who were knocked unconscious mid-flight), then I'm all ears.

EDIT: Don't be silly faflec. An "about to hit the ground" sensor does not require sending information backwards in time.
I would rather design a temporal seal than a seal with friggin intelligence those things are the stUFF OF NIGHTMARES WHAT IN THE SAGE'S HAIRY RIGHT TESTICLE ARE YOU THINKING AHHHHHHHH
 
How? "Because Seal."

At some point you've got to say "because seal", because otherwise you don't have a seal. You have mundane technology. Seals inherently pull the ability to do things out of the aether.

When you design a seal, you're designing what it does, not how it does it.

I feel like the more you're going "because magic" to seek a totally new effect, the tougher it should be.

As you describe sealing, it sounds an awful lot like how the magic system of Wizardry works in Lawrence Watt-Evans's Ethshar series. In Ethshar, wizardry is done by complicated rituals that have to be duplicated flawlessly in order to produce some specific magical effect (often with arbitrary limitations). Power level is generally connected to the complexity of the ritual, but not always. There are a few quite amazing things that can be done with very simple rituals, and on the other side some complicated rituals that result in trivial effects.

So how does anyone research new spells? Well, essentially by trying random shit and seeing what it does. Which makes being a research wizard incredibly dangerous. At least, that's 90% of the explanation. The other 10% is:

1. Wizards who know a lot of rituals gradually see patterns develop in reagents and words and gestures that help guide them to trying things more likely to get the sort of result they want.

2. Wizards with a lot of natural talent get so they can sort of 'feel' in a vague sense what a ritual will do as they are casting it, and even have instincts about how to alter it on the fly towards the results they want. Still far from anything resembling a science.

It sounds not a million miles away from sealing research, only with seals instead of rituals. Not sure how to translate that into game mechanics.
 
If you can find a way to simplify "the seal knows when you're falling and about to hit the ground" without making it an actively triggered effect (and therefore not usable by people who were knocked unconscious mid-flight), then I'm all ears.
I can't, but that doesn't mean we have to jump immediately to "has to be usable by those knocked unconscious mid-flight" -- we can start simpler -- but still useful -- and work our way up, so as to gain experience in the type of seal.

Here's how I could see the basic version working:

Activate Seal: The featherfall effect takes place, lessening kinetic force to a survivable level. When kinetic force is at a given amount (such that you would have landed), the seal's effects end.
 
Here's how I could see the basic version working:

Activate Seal: The featherfall effect takes place, lessening kinetic force to a survivable level. When kinetic force is at a given amount (such that you would have landed), the seal's effects end.

Could you point it in the general direction of an enemy ninja and drain all the kinetic force from them, removing their ability to dodge?
 
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