Wow, cool. Thank you for this, it looks really good. DF appears to be the leading candidate at the moment, so this is timely.
We've been talking about how to handle chakra, actually. A stress mechanic could work, although I'm more enamored of it as a resource that you spend. One idea I'd had was "you have N shifts of chakra that you can allocate among your jutsu; if you want an 8-shift fireball then you burn up 8 shifts from your chakra pool and when the pool is empty you can't do ninjutsu". There would also need to be some rules about the maximum you can put into one jutsu, how / when it refills, what happens if you run out -- unconsciousness at 0? Death at 0? Slightly random cost so you can't predict exactly when you'll run empty and you need to be careful about pushing too hard? etc. A lot of ways we could play it.
I tend to think that chakra cost should come in two varieties.
1. I can do this all day. (Henge. Spamming a weak ninjutsu attack. Running for hours at top speed.)
2. I can only do this a limited number of times a scene and then I need to recover my chakra.
What we don't have is a good take on seals at this point. If anyone wants to make a suggestion we would be very interested.
SEALING PROPOSAL
Let's start with how seals are supposed to work.
You have to research a seal.
You have to draw the seal blank.
You then have to infuse the seal.
You then have to trigger the seal.
Infusing a seal can require a very high degree of skill and it's possible to fail with dangerous consequences, though it gets easier the more you try it. Making a seal blank can be failed, but if you screw it up you can just try again under you succeed. No consequences. So that's primarily about moving up and down the time chart (page 315). So let's put all this together:
1. To do sealing, a ninja first requires a basic education in how to construct seals. You must take a Stunt, "Sealcrafter".
2. Sealing largely keys off a skill I called "Chakra Lore" but which we might want to rename to "Chakra Sense" or something similar. it's not purely academic; it's about how good you are at understanding the flow of chakra.
3. Seals are learned individually. Each seal produces a single specific effect every time it is used. You can learn a seal either by learning an existing seal or creating your own.
4. A seal has a base value called Complexity. Complexity can be mechanically determined to a certain extent, but a GM always needs to give it a final pass of "is this reasonable" to see if the numbers work.
Page 264 of Dresden Files Your Story gives the basics of how to determine Complexity, but important modifiers are:
1. How many targets does it affect?
2. How long does it last?
3. Do you need to overcome some kind of resistance?
Examples:
Standard Explosive Seal: Set difficulty of Attack at +3 (cannot be blocked, only dodged), Weapon 2 attack = 5 Complexity
Storage Seal: Stealth at +2 to conceal the item, Might at +2 to carry it, +10 extraordinary duration, +5 for turning it on and off, ad hoc -5 for cannot affect living beings, ad hoc -5 'tweaked by generations of sealmasters to be easy as possible due to its insane usefulness' = 9 Complexity
Kagome's Bang Box: Set difficulty of attack at +4 (cannot be blocked, only dodged), Weapon 4 attack, attacks every target in a zone (+2) = 10 Complexity
Air Dome: Good Block (+3), covers multiple people (+2), lasts a few minutes (+3 to get from a few moments to a few minutes) = 8 Complexity
Skywalkers: Might Roll of +3 to hold up a laden adult carrying another adult (page 321 YS), ad hoc +5 for being able to turn it on and off repeatedly, lasts 15 minutes (+4 to get from a few moments to 15 minutes) = 12 Complexity
Skytower: Might Roll of +3 (normally multiple skytower seals are used to brace the tower), lasts a day (+9 to get from a few moments to a day) = 12 Complexity
Bind Bijuu into a human host: 14 to beat best resistance roll possible, 21 to burn through all the bijuu's consequences, 19 to go from a minute to a human lifetime = 54 Complexity (this is obviously a wild guess)
You can see that as intended in the narrative, Skywalkers are a cheat... a mere 12 Complexity seal (not all that much as these things go) that allow travel through the air!
Seal Blanks
Seal Blanks take a base of 15 minutes to create, after which you roll Craftsmanship - Calligraphy (restricted (YS 214) by Chakra Lore) against a difficulty of the Complexity/4 (not sure about this number- might need to change after trying it out). For each step up or down the time chart, you can decrease/increase the difficulty by 1. So if you increase the difficulty by 4, you can write a seal in a single action. Increase it by 5 and you can write a seal blank and infuse it in the same action. That is part (though not all) of how Minato could legendarily plant a seal with a touch. Failure means it's ruined, try again.
Anyone with the Sealcrafter stunt can learn to draw any seal blank with some practice. Technically you don't even need to have awakened chakra, though you suggest to a sealmaster having his seal blanks drawn by civilians and see what expression his face shows.
Infusing Seals
So how do you infuse a seal? Assuming that you know how to do it (because a sealmaster who knows the seal has explained it to you or because you have researched it) then it's simple. If you are a sealcrafter in the first place (remember all of this is stunt restricted) you roll your Chakra Control, modified by your Chakra Lore skill, against the Complexity of the seal. Then you roll your Chakra Capacity against the complexity of the seal, and take the difference in the roll in chakra stress. Easy! Well. Okay, the first few times infusing a seal are rough. Normally you stack up a bunch of maneuvers, spend some fate points, then then take stress to improve the results of your roll 1 for 1.
Every time you try to infuse a seal, the
effective complexity goes down by 1 for your next attempt. It can go to a minimum of Seal Complexity/Chakra Lore skill, round down. So if you had a Chakra Lore skill of 3 and a Complexity 13 seal, you could take it down to a Complexity 4 to infuse. A Complexity 5 seal (like say your standard explosive seal) would be a mere Complexity 1 to infuse.
Infusion always takes some nominal amount of chakra... have to let GMs determine how much and how to track how many seals you can infuse before getting tired.
Researching Seals
1. Determine base seal complexity.
2. Add "research factors". If it's totally unrelated to any other seal effect you know, +10 effective complexity. If it's a space-time seal, add +5 because screw that. If it's a minor tweak on an existing seal, -5. GMs really got to go wild here. If it affects a living being with chakra +5. If you know it's possible and are trying to duplicate an effect you've seen it's easier, etc.
Researching is a multi-roll process in which you're trying to build to the total effective research complexity of the seal. Each roll takes a baseline time increment of 1 week, and you can choose to attempt up to your Chakra Lore rating in progress every week. So if Hazou had a "good" (+3) chakra lore, he could try for 3 complexity of progress every week. To make progress you roll Chakra Control, modified by your chakra lore skill against your target. Failure is a sealing mishap.
It is possible to reduce the research time increment to "a few days" by taking a -2 to your rolls, or to "a day" by taking -4 to your rolls. Kagome will
never recommend this. Jiraiya thinks he's good enough to do it all the time, and given that he has all sorts of Stunts and Powers boosting his rolls, maybe he is.
If you research a seal, you are considered to know it inside and out, and the infusion difficulty is automatically reduced to the lowest possible level. We do have some pity after all.