This is a real "Doh!" moment for me. Not only is that something I could do, it's something I should have been doing all along. (I say "I" because the other QMs are much better about not getting sucked into these things.)

Thank you for pointing that out, and for doing it in such a delicate way.

Funnily enough there is QM that when asked on "what would happen, what if we did this?"
His answer?
"I'm not the Player"

ie, if the player are dumb enough to not point to the other that a certain thing won't go well, it's on them, not on the QM
 
Not only is that something I could do, it's something I should have been doing all along. (I say "I" because the other QMs are much better about not getting sucked into these things.)

*sniff* *tear*

I'm sorry, can't help myself. It's just... just...

We just got another evil QM!

...It's so beautiful.
 
You do have a simple, albeit somewhat brutal, solution to this problem, though. Just don't argue. If the players want to try out whipguns, let them put it in a plan, and then gleefully describe the failure of it. You don't really owe us OOC explanations or time estimates. If you're feeling generous, you can always limit yourself to a "It won't work." with no further elaboration. People can, of course, submit more elaborate arguments in an attempt to convince you, but that doesn't entitle them to a "Why not?".

I think you'll find that if you force players to give up a resource (plan space) to test ideas, said ideas will naturally undergo rapid curation within the thread without you needing to do anything.

I know that this doesn't really help cases like this one, where the integrity of your worldbuilding is being directly attacked, but it should help for sealing and scientific research.
Honestly, I've been doing something like this for a long time. When I have to triage player questions vis-a-vis my spoon supply (i.e. always), I tend to ignore anything that isn't part of an actionable plan or otherwise immediately relevant to running the quest. The players have innumerable interesting ideas requiring innumerable answers to hypothetical questions, and of necessity 99% of them fall by the wayside without ever turning into something concrete, even ones that receive a lot of development first (like airships or force wall industrialisation).
 
Funnily enough there is QM that when asked on "what would happen, what if we did this?"
His answer?
"I'm not the Player"

ie, if the player are dumb enough to not point to the other that a certain thing won't go well, it's on them, not on the QM

I disagree with this very much, though mainly based on in-person RPGing rather than quests. When a player is making a bad decision based on a misunderstanding of how the world works, that is mostly on the GM, and you should stop and verify that they're aware of the consequences and effects before saying 'haha dumbass you die'.

It is *difficult* to accurately transfer your understanding of the world to another person, with just this weird thing called language! Mistakes and misunderstandings are expected.

Now, I think the QMs here have a pretty good balance about answering 'what if we did X' questions, especially concrete, small-scale ones. I do think the big questions like the ones about economy would be best answered with: "This is not going to work, if you wanna figure out why put it in a plan."-kind of the answer, rather than no interaction and have players build plans attempting things that aren't going to work all the time.
 
HAZOU: Look sir I have a big pile of ideas for exploiting the seal market. Specifically I think we can -

JIRAIYA: Let me stop you right there. Anything that pisses off any of the other sealmasters and possibly their clans as well is not going to cut it. Likewise, anything that ends up price gouging the average Leaf shinobi is against what we stand for as a clan. Also keep in mind, that anything that relies on you exploiting rules as written in a vacuum is almost doomed to failure, if only by a coalition of people incessantly screaming at me to change the market regulations after a month, at which point I'll have to exchange valuable favors with Shikaku for his help in dealing with an issue that no one really wants in the first place.

HAZOU: ....

JIRAIYA: Most importantly: I don't want anymore fucking headaches right now. So, anything left?

HAZOU: ...We could have my mom copy seals for us to increase our production rate?

JIRAIYA: Good idea, smart lad. Take this pile of ludicrously overpowered jutsu as a reward. Try to leverage your horrifying cleverness to destroy the other countries' economies or something, instead of ours?

HAZOU: *grumble grumble* Yes sir.


When you see an apparent market opportunity that no one is exploiting, what is the most likely Watsonian explanation? (Since the real one is probably the Doylist: The QMs missed it.)

1. Everyone in that market is stupid/irrational
2. There is an outside force keeping the opportunity from being exploited
On one hand: This times a billion-trillion-kajillion!

On the other hand: In general, this sort of reasoning dances dangerously close to what we were talking about earlier: Perfectly Rational +Hypercompetent NPC's

In this specific scenario, its fairly reasonable that some outside political or economic force can be applied to stop exploitation. Even if thats as simple as "The ANBU break your kneecaps." or "Hiashi then steals your lunchmoney in other economic areas after he convinces people to blacklist you."

But in general, I see no reason why this should hold. What if our hypothetical response to someone suggesting Skywalkers was just a bunch of dogpiling to the tune of "Sounds like a very obvious and broken exploit, why hasn't someone done this already? There is probably some unknown reason that keeps this opportunity from being exploited."

This is perhaps very subtly different to the market thing in that it *is* actually plausible that no one has thought of it due to relative rarity of sealing, and that its perhaps an unintuitive usage of Air Domes and so people wouldn't think to do this. The point is that this relies on a higher level of analysis of stuff going on behind the scenes, and ultimately a judgement call from you guys as to whether or not it fits in with the world you've built. Its just less immediately obvious here to us what your intent was in this one.

...

Like, excuse my yammering here, because I'm sure we're all really damn sick of this facet of the issue as it applies at the moment.

But it's trivially easy for us to just constantly shoot each other down with "Oh yeah? Well why hasn't anyone else tried this yet, smart guy?"

We sort of do enough of that already IMO because of "This seems dangerous." or "Something could still go wrong."
 
I disagree with this very much, though mainly based on in-person RPGing rather than quests. When a player is making a bad decision based on a misunderstanding of how the world works, that is mostly on the GM, and you should stop and verify that they're aware of the consequences and effects before saying 'haha dumbass you die'.
I can't remember if you were around for this, but this was a major point of contention at one point in the quest. It was finally resolved with the players voting to cede a certain amount of agency to Hazō the character, which he would then use to amend/abort plans using his superior knowledge of the setting. On the whole, this seems to have been a success (though there is sometimes disagreement, including among the QMs, over whether a certain error would be within the domain of player or Hazō agency, and thus whether he should catch it/should have caught it).
 
I can't remember if you were around for this, but this was a major point of contention at one point in the quest. It was finally resolved with the players voting to cede a certain amount of agency to Hazō the character, which he would then use to amend/abort plans using his superior knowledge of the setting. On the whole, this seems to have been a success (though there is sometimes disagreement, including among the QMs, over whether a certain error would be within the domain of player or Hazō agency, and thus whether he should catch it/should have caught it).

I agree, am very happy with that kind of solution. I don't particularly care if the "no this can't work" message happens in an update or non-update QM post; I was just worried that people seem to advocate for 'let players take full consequences of their unworkable ideas'.

And sure you should be punished for some mistakes. There's no silver bullet :p

(also I was around but reading Story-only back then)
 
Last edited:
Assuming I've understood you correctly, this is actually a perfect example of what I'm talking about. You are making the assumption that because someone is doing something that is suboptimal by your standards, they are either stupid or irrational. You are completely missing the much more likely option: They have different standards than you do, or constraints that you are not aware of.

Here is the issue I have, personally: How do I know whether a character is being stupid or there are circumstances that prevent them from choosing the optimal route? I am talking in general terms now and not about the seal tax in particular since I am fine with the explanations given there.

Basically, I am trying to figure out how we collectively missed the possibility of the fourth event stampede which is clearly a stupid actor being reckless and not thinking things through. On the one hand, your argument is that most of the time people are not stupid and we should stop assuming they are. Which is exactly what we did because none of us predicted Chunin candidates would be so stupid as to do this. Yet they did.

So logically that means that people sometimes are stupid, even in the rational setting; what I got from that retconned chapter and the previous ones is basically: "People are acting intelligently most of the time. Except when they are not."

So if we acknowledge the fact that even when most of the world can be smart there is always a chance that something or someone is still stupid about something because there is a precedence for someone willing to risk WW4.
 
Here is the issue I have, personally: How do I know whether a character is being stupid or there are circumstances that prevent them from choosing the optimal route? I am talking in general terms now and not about the seal tax in particular since I am fine with the explanations given there.

Basically, I am trying to figure out how we collectively missed the possibility of the fourth event stampede which is clearly a stupid actor being reckless and not thinking things through. On the one hand, your argument is that most of the time people are not stupid and we should stop assuming they are. Which is exactly what we did because none of us predicted Chunin candidates would be so stupid as to do this. Yet they did.

So logically that means that people sometimes are stupid, even in the rational setting; what I got from that retconned chapter and the previous ones is basically: "People are acting intelligently most of the time. Except when they are not."

So if we acknowledge the fact that even when most of the world can be smart there is always a chance that something or someone is still stupid about something because there is a precedence for someone willing to risk WW4.

Here's the thing: People IRL are stupid.
 
I can't remember if you were around for this, but this was a major point of contention at one point in the quest. It was finally resolved with the players voting to cede a certain amount of agency to Hazō the character, which he would then use to amend/abort plans using his superior knowledge of the setting. On the whole, this seems to have been a success (though there is sometimes disagreement, including among the QMs, over whether a certain error would be within the domain of player or Hazō agency, and thus whether he should catch it/should have caught it).

For those interested, here's the endpoints of the vote in question.

Content Warning: Salt. Was around the Minami retcon and very few people kept their heads.

I didn't find a tally post, but keep in mind that the built-in tool didn't work for approval voting then and we were using custom solutions. IIRC the condition for the vote to pass (at least 15 yes) was well exceeded.

Let's take a poll. If there are at least 15 voters then we will abide by the consensus. Here are the options:

[X] Poll (Agency): Yes, I want to give up some control of Hazō such that he will generally follow the plan but the GMs will make him do whatever they think is sensible whenever we (the players) vote in something that they (the GMs) think is inappropriate for Hazō-the-character to do. I fully understand that "inappropriate" and "whatever they think is sensible" are subjective and might not be things I approve of or would prefer and I promise not to complain about it in those cases.

[X] Poll (Agency): No, I do not want to give up any control of Hazō and I am willing to accept the fact that he will sometimes do things that I feel someone who grew up in this world wouldn't do because we (the players) voted for him to do so.

Based on the "Poll (Agency)" results, from now on we will have Hazō ignore some or all of a plan if we feel that it makes sense for him to do so. In the case that we need to override the plan we will have Hazō do whatever we think is most appropriate, even if it means throwing out the rest of the plan. Be advised that, as always, we choose where an update ends, so if the plan needs to be discarded early enough it's possible that Hazō will spend several thousand words outside of player control.

Objections to such GM overrides will not start off on a strong footing; we've demonstrated twice now that we can be convinced to unwind an event if there's a good enough case, but we do not want that to be a common thing. We will do our best to set such feelings aside and evaluate everything on its merits, but we're only human and if we find ourselves having to debate every single decision then we will be conditioned to ignore the arguments. Please be judicious in such cases.
 
Honestly, I've been doing something like this for a long time. When I have to triage player questions vis-a-vis my spoon supply (i.e. always), I tend to ignore anything that isn't part of an actionable plan or otherwise immediately relevant to running the quest. The players have innumerable interesting ideas requiring innumerable answers to hypothetical questions, and of necessity 99% of them fall by the wayside without ever turning into something concrete, even ones that receive a lot of development first (like airships or force wall industrialisation).

I think that's a very good rule of thumb. The players aren't helpless - if we want feedback on some wild idea, we can put it in a plan, like we recently did with the "save Naruto via summon contract" gambit. It's sometimes good to get some preliminary feedback in the interest of not wasting updates on answering simple questions, but said feedback can easily be just "No." or "No. Put it in a vote if you want to know why exactly.".

I guess the gist of my point was that you guys shouldn't feel bad about not being able to cover everything. You're already putting more effort into this quest than we deserve.
 
I can't remember if you were around for this, but this was a major point of contention at one point in the quest. It was finally resolved with the players voting to cede a certain amount of agency to Hazō the character, which he would then use to amend/abort plans using his superior knowledge of the setting. On the whole, this seems to have been a success (though there is sometimes disagreement, including among the QMs, over whether a certain error would be within the domain of player or Hazō agency, and thus whether he should catch it/should have caught it).
I'm also really glad we've done this. Problem events since then have been significantly less hostile from what I can tell and even apart from that I feel like if we make a big mistake it most likely will be a fair mistake, like digging that hole in the fourth event.

Here is the issue I have, personally: How do I know whether a character is being stupid or there are circumstances that prevent them from choosing the optimal route? I am talking in general terms now and not about the seal tax in particular since I am fine with the explanations given there.

Basically, I am trying to figure out how we collectively missed the possibility of the fourth event stampede which is clearly a stupid actor being reckless and not thinking things through. On the one hand, your argument is that most of the time people are not stupid and we should stop assuming they are. Which is exactly what we did because none of us predicted Chunin candidates would be so stupid as to do this. Yet they did.

So logically that means that people sometimes are stupid, even in the rational setting; what I got from that retconned chapter and the previous ones is basically: "People are acting intelligently most of the time. Except when they are not."

So if we acknowledge the fact that even when most of the world can be smart there is always a chance that something or someone is still stupid about something because there is a precedence for someone willing to risk WW4.
I think, with respect to Leaf's economy, we can mark a difference between that and the stampede in that idiocy in Leaf's economy has to be widespread and long-term in order for it to be meaningfully available to us. That doesn't preclude it, especially if the suboptimality is hard to measure or superstitions become self-propagating because they sound right (miasma theory, elan vitale, etc.), but it does mean that we can't rely on "it would be reasonable for one person to be that stupid in the moment" level of deduction, since Leaf's economy interacts with many people who all have years and years to figure out what the smart move is.
 
What's the difference between "taken as tax" and "must be sold to the Tower"?

Not a whole lot on the macro level unless some central authority is engaged in the really heavy work of monitoring each transaction to define things like manufacturers, wholesalers, retailers, resales and end users.

Frankly, I'd suggest just dropping any proportionality in the rules. The primary concern of relatively weak central authorities is ease of administration. Anything which involves the phrase, "[X] percent of [seals made, seals sold, etc]", is going to require decently tracking third-party production or sales by and to people whose entire profession is keeping secrets, many of whom have spent generations building up social and institutional protections for their clique's secrets.

On the other hand, the tower knows the rough production capacity of a typical sealmaster and that's all it really needs to know. If it wants seals it just sets a flat tax per sealmaster. If it wants to ensure that everybody gets at least a few seals it just hands out the seals that it taxes. If it wants to make sure that everybody has the opportunity to purchase at least a few more at a reasonable rate it just sells some of the seals it has taxed at that rate. It can even do things like keep a list of how many seals each individual ninja has purchased from the Tower and increase the price successively because complicated schemes are much easier to implement when one is one of the parties directly involved in a transaction than when one is trying to remotely supervise every transaction.

Tax enforcement is an absolute nightmare even in the modern world with absolutely massive bureaucracies and law enforcement agencies dedicated to it. When I think of how a Kage would handle it what comes to mind is, "Look, you owe me [X] missions per month and can buy your way out of [Y] of them for [Z] seals. You figure out the rest.", for pretty much the same reasons that they chose to make their role in managing ninja-civilian relations the beautifully simple, "Look, I kill any ninja who kills a civilian, regardless of whether the civilian was organizing a boycott. You figure out the rest."
 
Last edited:
My personal rule of thumb for writing rational fiction is less "everybody is intelligent and pursues enlightened self-interest" and more "nobody ever holds the Idiot Ball". Which may sound like a low bar to set, but even intelligently-written works can sometimes fail to clear it (cf. HPMOR and Harry being allowed to keep his wand), to say nothing of those intended for an uncritical audience (like certain popular shonen manga). The trick is making the intelligent agents sufficiently intelligent (we love rational fanfic because it involves geniuses actually being ingenious "onscreen") and in making sure people make their decisions for plausible, consistent reasons (even if that means making them plausible and consistent with what a single-digit-IQ person would decide).
 
Personally I think we should abstract all the economic and finance stuff. Just have QMs eyeball it. If we want to engage in a project that we need more funding for we will have to figure something else out.
 
Right now we should really focus on maximizing performance in the tournament. Getting the casino seals finished and practicing sleight of hand might be worthwhile just because they're time-critical in their potential to get us a lot of cash, but most everything else can wait.
 
Right now we should really focus on maximizing performance in the tournament. Getting the casino seals finished and practicing sleight of hand might be worthwhile just because they're time-critical in their potential to get us a lot of cash, but most everything else can wait.
Pretty much this. Would rather spend time making jutsu proposals than any economics stuff atm
 
Readers are welcome to make suggestions for edits.

Sources are the in-discussion rules, or the known-seals compilation in @faflec 's signature.

Key to each seal:
Seal Name
Author: Mechanics description by authors in story-thread or in rules document
  • Elements: Number of Elements
  • Range: Personal to N-zones
  • Effect:
  • Duration: As technique time ladder
  • Toggleable: Can the seal be reused multiple times, and/or turned on and off.

Seal elements being ruined by improper activation is an extrapolation for consistency with Force Walls.
Author:
As Earth Dome, including force needed to break it, except:
Made of solidified air and therefore allowing visuals between the inside and outside of the dome.
The air is fixed in place relative to the surface of the earth, rather than digging into the earth.
The tags demarcate the inner diameter of the dome rather than the outer, resulting in a slightly larger minimum diameter.
Dome anywhere from 0.6-10 m.

  • Elements: 2
  • Range: See effect
  • Effect: Produce a transparent hemispherical wall (30 cm thick dome) of Durability:4, TN 40, that covers any area up to 1 Zone (Personal - 1 Zone). Composing Element tags are within the barrier. The dome is stationary in the Earth Centered, Fixed Coordinate Frame (stationary relative to a rotating Earth), so long as the tags are not displaced or destroyed. Displacing one or both seal elements destroys both elements along with the barrier. Material interposed in the dome's space prior to formation prevents the formation of the dome and ruins the seal elements. Ninja sprinting into the wall roll (physique + 3) against their athletics check, and take 0-4 of the possible stress.
  • Duration: 10 min
  • Toggleable: Yes

Author: generates a brief puff of light wind when activated
  • Elements: 1
  • Range: -2 (Personal)
  • Effect: Low power projected force stirs up air immediately in front of seal (like puff of wind)
  • Duration: Seconds
  • Toggleable: No

Author:
When activated it makes a loud noise (roughly "really loud alarm clock" level) for 2 seconds, then shuts off. Hook it to an LBF and you have a perimeter
//
When activated, lasts for 12 hours or until triggered. When triggered (separate triggering system required), it produces a high-pitched noise at moderate shouting volume for 2 seconds, then deactivates.
// AW comment: 12-hr timer seems bizarre, so change to alarm on activate makes sense
  • Elements: 1
  • Range: Special (See Effect)
  • Effect: Emit an imperfect tone centered at 20 kHz at 120 dB, which uniformly fills a 1 m radius sphere of air, and emanates from the surface of the sphere. This wave dissipates to 80 dB (alarm clock level) at 25 m (local+2 zones), and 60dB (electric toothbrush) at 45 m (local + 4 zones). (Edit: can ratchet the power/range down, as desired. If more range is desired, change the emitted frequency, though I like the consistency with the Banshees)
  • Duration: A few seconds.
  • Toggleable: No

Like ear-buster, but much, much louder
  • Elements: 1
  • Range: See effect
  • Effect: Emit an imperfect tone centered at 20 kHz at 190 dB, which uniformly fills a 1 m radius sphere of air, and emanates from the surface of the sphere. An opponent may dodge the effect by e.g. dodging behind an obstacle, if one is available. The opponent dodges the effect via athletics against the weapon delivery method (roll+flat damage), or if no such delivery method applies, the infuser's sealing (flat damage only).
    • Local Zone - Weapon: 5 + Mild Consequence: Deafened
    • 1st radial zone - Weapon: 3 + Mild Consequence: Deafened
    • 2nd radial zone- Weapon: 1 + Mild Consequence: Deafened
    • 3rd radial zone - Weapon: 0 + Mild Consequence: Deafened
    • 4th - 10th radial zone - Immediately know the direction of the sound-source. Probably roll initiative, unless they were already engaged in action.
  • Duration: Seconds
  • Toggleable: No

This is a deviation from the Author's given proposal in the in-discussion rules
Author:
At creation time you choose a level of sound-dampening. When activated the seal dampens air vibration within ~2cm of itself. It is useful against loud noises and sound-based (nin/gen)jutsu.
At creation time you choose how much protection it provides. For every 2 points of protection you get a -1 to Alertness and -0.5 (round down) to Stealth.
//
Version A: Select a volume at creation. Any noise above that volume is negated within the seal's area of effect (3 cm radius).
Version B: As above, but negate all noise. This effectively deafens the user, with all attendant advantages and disadvantages.
//
  • Elements: 2 (two ears)
  • Range: -2 (Personal)
  • Effect: Settable on infusion
    • Mode 1: Block harmful levels of sound from the ear (sufficient power level still burns skin/ruptures lungs) - Prevents Deafened Mild Consequence while active, and reduces sound-damage by 2.
    • Mode 2: Block all useful levels of sound - immune to sound based nin/genjutsu and verbal social manipulation, as well as the Deafened Mild Consequence, and reduces sound-damage by 2. -4 Alertness, -2 Stealth. No verbal communication.
  • Duration: 10 min
  • Toggleable: Yes

Author:
The base seal, 'Chime', plays a middle-C note for 1 second. There are seven variations that play it longer, offer a choice of what to play, etc.
  • Elements: 1
  • Range: 1 (Local+1 Zone)
  • Effect: The base seal, 'Chime', plays a middle-C note for 1 second. There are seven variations that play it longer, offer a choice of what to play, etc.
  • Duration: See effect
  • Toggleable: Yes

Unknown

Author: From recent battle, did no damage but imposed the Deafened Long-Lasting Mild Consequence.
  • Elements: 1
  • Range: See effect.
  • Effect: Emit an imperfect tone centered at 20 kHz at 150 dB that fills a 1 m radius sphere and emanates from its surface. An opponent may dodge the effect by e.g. dodging behind an obstacle, if one is available. The opponent dodges the effect via athletics against the weapon delivery method, or if no such delivery method applies, the infuser's sealing. People that fail the roll take the Consequence, but no additional damage
    • Local Zone - Weapon: 0 + Mild Consequence: Deafened
    • 1st - 6th radial zone - Immediately know the direction of the sound-source. Probably roll initiative, unless they were already engaged in action.
  • Duration: Seconds
  • Toggleable: No

Seal elements being ruined by improper activation is an extrapolation from Force Walls.
Authors:
Pair of seals placed in a plane with each other.
Forms a dome of chakra-construct granite with the two seals at opposite ends of its diameter, outside the dome. Can be any size up to 10m in diameter, or as small as 60cm (the dome is roughly 30cm thick, so this just produces a solid block of rock). Lasts roughly the same amount of time as chakra-construct MEWs.
Removing or destroying the seals will dispel the dome.
As with MEW, extends a short distance into the ground and is chakra-adhered to it.
Any matter that is too dense (limbs, tree branches, large amounts of water, sufficient numbers of bugs) in the area where the dome would form prevents seal activation.
Sufficient force to shatter granite will damage and dispel the dome.
  • Elements: 2
  • Range: See effect
  • Effect: Produce a opaque, granite hemispherical wall (30 cm thick dome) of Durability:4, TN 40, that covers any area up to 1 Zone large (Personal - 1 Zone). Composing Element tags are located outside the barrier. The dome is stationary in the Earth Centered, Fixed Coordinate Frame (stationary relative to a rotating Earth), so long as the tags are not displaced or destroyed. Displacing one or both seal elements destroys both elements along with the barrier. Barrier dissipates upon destruction/dissolution. Material interposed in the Domes space prior to formation prevents the formation of the dome and ruins the seal elements.
  • Duration: 10 min
  • Toggleable: Yes

  • Elements: 1
  • Range: See effect.
  • Effect: Range set on infusion between -1 and 1 (melee up to local+1 radial zone) Weapon rating set on infusion between +0 and +4. Timer setting up to several seconds, detonation is instant.
  • Duration: See effect.
  • Toggleable: No

Authors:
A protective seal is placed on an object with a maximum volume determined by the sealcrafter's skill. The target must not possess chakra, or be part of a greater object (e.g. one section of a wall).
While the seal is in place, both it and the object cannot be moved (relative to the centre of the earth), and gain massive damage resistance, enough to be indestructible by any art Kagome knows. This effect lasts for 30 days, gradually decaying over time.
Four equidistant supporting seals must be placed between 3 and 100 metres from the object. If any of these are broken or removed, the object's damage resistance will decrease proportionately. If all four are broken or removed, the Five-Seal Barrier will deactivate. This will also happen if the four supporting seals and the central seal are moved relative to each other in any way.
  • Elements: 5
  • Range: See Effect.
  • Effect: Protect a bounded, single, contiguous solid object up to (Sealing Skill) m^3 in volume. When protected, the object is fixed in the Earth Centered, Fixed Coordinate Frame (fixed relative to rotating Earth). The main element occupies the center of a circle (3-100 m radius); on which lay 4 coplanar support elements, mutually equidistant on circle, and which cannot be resting on the protected object. If the main seal is disturbed or destroyed, the protection fails.
    • With 5 active elements, the protected object is indestructible
    • 4 active elements adds +60 TN to rolls to damage item (damaging item destoys 5SB)
    • 3 active elements adds +40 TN to rolls to damage item (damaging item destoys 5SB)
    • 2 active elements adds +20 TN to rolls to damage item (damaging item destoys 5SB)
    • If Main seal is destroyed, or is only remaining, then 5SB fails
  • Duration: 30 Days
  • Toggleable: No

Authors:
Put two seals on flat, parallel surfaces. They generate a 4 m x 4 m invisible wall of invulnerable force between them. The wall can easily be jumped over or gone around if you know it's there, but it's ridiculously thin; running into it tends to cut you in half. It lasts for 12 hours or until the seals are damaged or moved. If you have the tags prepared it takes about a minute to get them set up and activated. Attempting to create a wall when there is anything solid in the way causes the seals to fail and be ruined.
  • Elements: 2
  • Range: See effect.
  • Effect: Create a 4x4 m square, razor sharp, invulnerable fully transparent wall. The seal elements define the middle of two sides of the square, and must be facing each other from flat parallel surfaces with very tight (unknown) tolerance. The seals are exposed from both sides of the wall. It takes about a minute to setup, and if material interposes in the Wall's space, the formation fails and the seal elements are ruined.
    • If a ninja sprints into the Wall's edge, the ninja rolls an opposed Physique check against their rolled Athletics check, and takes one or more stress from the result.
    • If a ninja sprints into the Wall's flat side, the ninja rolls an opposed (Physique+3) check against their athletics check, and take 0-4 of the resulting stress.
    • If a ninja walks into the Wall's edge, the ninja takes 1 stress
    • Due to transparency and small seals, the Wall imposes a -40 to Awareness and Examination rolls to notice the trap
  • Duration: 12 hours, or until seals are damaged/moved out of alignment
  • Toggleable: No
Note: It is theorized that it is possible to move the wall, yet no attempts have been made by Team Uplift.

Authors:
The goo is practically weightless by itself, and hampers movement by being unbelievably adhesive rather than heavy. Putting the goo in boiling water does not cause it to boil or come apart. It becomes somewhat stiffer when placed in contact with ice for a couple minutes. (suggested physical properties - Oli). Goo bomb rolls (up to maker's Sealing skill) vs Athletics of anyone in range. Anyone who loses acquires the Aspect "Stuck in Place" for the duration of the scene, 30 minutes, or until they succeed on a Maneuver with an appropriate skill to remove the Aspect, whichever occurs first. This Aspect prevents Sprint actions and the use of Athletics as a defensive roll
  • Elements: 1
  • Range: 0 (1 zone - 3 m radius)
  • Effect: Everything within the area of effect rolls athletics vs the sealer's chosen rating (less than/equal to sealing score). Those who fail their opposed roll gain the Aspect "Stuck in Place" for the duration of the effect. "Stuck in Place" prevents all forms of movement and the use of Athletics as a defensive roll. The aspect may be removed early by application of an appropriately skilled maneuver.
  • Duration: 30 min
  • Toggleable: No

Authors:
Specialized storage seal. It instantaneously seals all the air within 5-20 m. (Exact radius set at creation time.) Anyone caught in the AoE gets to have their lungs implode as the air sucked out of them. The tag is destroyed by the inrushing air, which causes all the air that it sealed to reappear in a small area, at which point it goes surging out with enough force to wreck a building.
  • Elements: 1
  • Range: 0-5 Zones (Settable on creation) + noise travels further
  • Effect: Has a timer measured in seconds to minutes. The seal has two primary functions: On activation, the seal draws in all air within Range 0-1, including air within opponent's lungs. After the intake, the air rushing to fill the void usually destroys the seal, causing the contents to release. The seal has a controlled release on destruction, which results in a large local overpressure that expands as an explosion, with strength settable on creation anywhere from a light puff of wind to a large detonation. If the intake is engineered with appropriate precautions, a filled implosion may be saved for later use (temporally separating the intake and release effects). Filled implosion seals are labeled "Primed" in the inventory, and are particularly dangerous because they explode when damaged.
    • See Maneuver Setting for lightest setting
    • See Normal Setting for intermediate setting
    • See Full Power Setting for strongest setting
  • Duration: Instant
  • Toggleable: No.

  • Elements: 1
  • Range: -1 to 0, settable on creation.
  • Effect: The seal is comprised of 2 effects: the intake, which can cause damage, and the release, which causes enough wind to lightly shove an opponent off-balance. There is no substantial environmental damage from this seal. The 2 effects may be separated by appropriate precautions on the initial activation. Any saved full implosion seals are labeled "Primed" in inventory, and will blow up if the seal is damaged.
    • Intake: Weapon 2 + Serious Consequence (Ruptured Lungs) Opponents within melee range (range -1) of the seal have the air within their lungs forcibly sucked out. Opponents roll physique against the weapon delivery method (roll+flat damage) or physique against the infuser's sealing (flat damage only)
    • Release: Impose a fragile aspect ("Off-Balance") on opponents within Range -1 to 0 (melee to local zone, settable on creation), and gain a free tag on that aspect as usual. Opponents may dodge the effect with an athletics roll against the weapon delivery method, or if none applies, the infuser's sealing.

  • Elements: 1
  • Range: See effect (out to 2 radial zones - noise further)
  • Effect: Has a timer measured in seconds to minutes.
    • Environmental Effect: All buildings within (local+1)radial zones take heavy damage. Buildings within (local+3) radial zones take light damage. Trees (high strength to surface area) are knocked down only within the local zone.
    • Enemy Effect: Damage composed of 2 effects- Opponent must roll checks against both effects individually. The explosion occurs on destruction of the seal - if intake is properly engineered that can be delayed until later. Any saved full implosion seals are labeled "Primed" in inventory, and will blow up if the seal is damaged.
      • Intake - Settable from the users zone out to local+1 radial zone. Opponents roll physique against the infuser's sealing to prevent lung damage - effect counts as
        • Weapon: 2 + Serious Consequence: Ruptured Lungs
      • Explosion - The onrushing intake causes the seal to rupture and the air to be released explosively. An opponent may dodge the effect by e.g. dodging behind an obstacle. The opponent dodges the effect via athletics against the weapon delivery method (roll+flat damage), or if no such delivery method applies, the infuser's sealing (flat damage).
        • Local Zone: Weapon 4
        • 1st radial: Weapon 2
        • 2nd radial: Weapon 1
  • Duration: Detonation Instant
  • Toggleable: No
Note: Treat explosion effectively as strong as 40 kg TNT detonated on the ground, no matter the intake (i.e. the seal self-adjusts to constant explosion). UN - SaferGuard - Kingery Bulmash Blast Parameter Calculator

  • Elements: 1
  • Range: See effect (out to 5 radial zones - noise further)
  • Effect: Has a timer measured in seconds to minutes.
    • Environmental Effect: All buildings within (local+3)radial zones take heavy damage. Buildings within (local+5) radial zones take light damage. Trees (high strength to surface area) are knocked down within (local +1) zones.
    • Enemy Effect: Damage composed of 2 effects- Opponent must roll checks against both effects individually. The explosion occurs on destruction of the seal - if intake is properly engineered that can be delayed until later. Any saved full implosion seals are labeled "Primed" in inventory, and will blow up if the seal is damaged.
      • Intake - Settable from the users zone out to local+1 radial zone. Opponents roll physique against the infuser's sealing to prevent lung damage - effect counts as
        • Weapon: 2 + Serious Consequence: Ruptured Lungs
      • Explosion - The onrushing intake causes the seal to rupture and the air to be released explosively. An opponent may dodge the effect by e.g. dodging behind an obstacle. The opponent dodges the effect via athletics against the weapon delivery method (roll+flat damage), or if no such delivery method applies, the infuser's sealing (flat damage).
        • Local Zone: Weapon 6
        • 1st radial: Weapon 4
        • 2nd radial: Weapon 2
        • 3rd radial: Weapon 1.
  • Duration: Detonation Instant
  • Toggleable: No
Note: Treat explosion effectively as strong as 175 kg TNT detonated on the ground, no matter the intake (i.e. the seal self-adjusts to constant explosion). UN - SaferGuard - Kingery Bulmash Blast Parameter Calculator
-- it is difficult to use this in a battle (friendly fire concern) or as static defenses (wrecks own building/shelter) - sufficient reinforcement with e.g. 5SB or Force Walls can save structures from damage.

Seal elements being ruined by improper activation ins an extrapolation for consistency with Force Walls.
Authors:
Two seals connected by a tripwire. When the tripwire is triggered, both seals immediately activate. Exploding tags are the standard application, but the technique is not limited to them.
  • Elements: 2
  • Range: 0 (1 Zone) (use multiple connected LBF to span multiple zones)
  • Effect: If the space between the seal's elements is free on activation of the second element, a line of effect is established (N.B. activating without free space ruins both elements). If that line is thereafter broken, a trigger impulse is released from both LBF elements. Each trigger impulse may be connected to and activate zero or one individual seal elements from other seals.
  • Duration: 1 day
  • Toggleable: No

Author: The current Macerator seal can generate forces up to 30 MPa, particle sizes of whatever you want down to 100 micrometers (sawdust), and velocities of up to 10m/s (~22mph).
You spent 2 days finishing your research on Macerator v2.0. It exerts up to 50 MPa of force, can generate particles as small as 50 micrometers, and can eject them at a speed of up to 20m/s (~45 mph).
Marked for Death: A Rational Naruto Quest | Page 811
  • Elements: 1
  • Range: Directional, -1 to 1 (Melee to Local+1 Zones (Settable on creation - function of speed, 10-20 m/s and contents)
  • Effect: Inherits properties of storage seals, except as modified. Grinds stored objects with up to Durability:4, TN 40 down into 50 um - 5 cm particles/fragments (Durability and particle size settable on creation), which behave as an aerosol/shotgun which quickly settles out of the air. Roughly ground granite functions well as a scatter-shot, whereas Wood, coal, and grain particles at <= 100 um are fine enough to cause a deflagration/detonation (see youthenizer), and <= 100 um water droplets are fine enough to make a thin, temporary mist (see misterator).
  • Duration: Instant-2 Rounds (settable on creation, depends on contents)
  • Toggleable: Yes (as storage)

A specific implementation of the Macerator - the seal releases up to 100 kg of water in a fine mist. For the duration of the mist, it is dense enough for mist-based techniques (e.g. Wakahisa-type chakra drain) to function.
  • Elements: 1
  • Range: Directional, 0 to 1 (from Local to Local+1 Zones) (settable on creation)
  • Effect: Create a thin mist that allows mist-based techniques to function, but does not block line of sight.
  • Duration: 1-2 rounds (settable on creation)
  • Toggleable: Yes (as storage)

A specific implementation of the Macerator. Sealed item might be wood (-> sawdust, Weapon 0), chili peppers (Weapon +1), or pangolin peppers (Weapon +2). Useful in Melee only (highly positioning dependent)
  • Elements: 1
  • Range: -1 (Melee)
  • Effect: Uses a Taijutsu Attack action (open to counterattack). The Irritant macerator provides a +3 circumstance modifier to the taijutsu roll, but removes the ninja-hands weapon modifier. On success, the opponent takes only the irritant weapon modifier as stress-damage (the shifts due to the roll are ignored) and the opponent is inflicted with an aspect relevant to the contents (Dust-Blinded, Pepper-Sprayed, etc). The user gains the usual free tag on the created aspect.
  • Duration: Instant
  • Toggleable: Yes (as storage)

A specific implementation of the Macerator - stores up to 100 kg of solid material (MEW created granite is the norm) that is ground down to 1-5 cm shards. The macerator fires the detritus at an opponent in a directional scatter-shot.
  • Elements: 1
  • Range: Directional, -1 to 1 (melee to Local+1 Zone)
  • Effect: Weapon +1. Use a Taijutsu attack action without the ninja-hands attack modifier. If at melee range, applies a +3 circumstance modifier to the taijutsu roll (but is open to counter attack). Resolve the attack roll as usual, otherwise.
  • Duration: Instant
  • Toggelable: Yes (as storage)

A specific implementation of the Macerator. Seals 100 kg of firewood. The wood is ground to sawdust, and the embers that were sealed cause the dust to ignite upon release, causing a sawdust explosion.
  • Elements: 1
  • Range: Settable (depending on amount of sealed wood), 0 up to 3 (Local to local+3 zones)
  • Effect: Weapon rating settable from 2-5. Effect diminishes by 1 for every zone traveled beyond the local zone, and minimum weapon rating is 2. As explosions, people caught in the blast radius must roll athletics against the weapon delivery method to dodge the damage (or take roll+flat damage), or, if no such method applies, then roll athletics against the infuser's sealing to dodge (or take the flat damage).
    • Special: This effect is much more visually impressive than a normal explosive seal. User's gain a temporary tag on intimidation rolls that lasts until used, or for the duration of the scene.
  • Duration: Instant
  • Toggleable: No (seal is destroyed on release)

Unknown

Authors:
You have had time to learn the Party Trick Seal, which glows briefly when activated, with a visible spectrum colour set on creation.
  • Elements: 1
  • Range: See Effect
  • Effect: Emits an hemispheric 10 nm bandwidth electromagnetic signal as a 0.5 W (about equivalent to a regular candle, but nearly monochromatic) equivalent point source within the visible spectrum (390-710 nm). Versions corresponding to various colors have been presented. During the day, emitted light is visible from 2 radial zones away, and diffuse reflection illuminates up to 1 zone from the source. At night, the specularly reflected light and the diffusely illuminated region is visible up to 10 zones away, and diffuse reflection illuminates 3 zones back to the source.
  • Duration: 1 round
  • Toggleable: No

Author: PMYF is, as mentioned above by players, the Poor Man's Yellow Flash. It's a storage seal on a timer; you throw it, a moment later it pops out an object that you can then swap places with via the Substitution jutsu.
  • Elements: 1
  • Range: 0 to 1 (up to 1 zone away - substitution limit)
  • Effect: Inherits properties of storage seals. There is a delay on the release function of a few seconds, allowing for the storage seal to be thrown to a distance for the substitution-target to be released.
  • Duration: Seconds
  • Toggleable: Yes

Unknown

Author:
You have never seen the intensity of the heat or the force vary.
The shape and size of the cone is set at seal creation time. The point of the cone is at the center of the seal and the height of the cone (i.e. the range of the blast) is normal to the surface of the seal. The base of the cone may be either a circle or an ellipse.
Kagome typically creates three settings:
Circular with a 160 degree angle at the point. Used for splatting close-in opponents that are good at dodging.
Very flattened elliptical cone that is effectively a blade. Used for his not-suicide belts so that they don't catch your own arms when they go off
Very flattened short-range cone that he uses as a force axe for cutting firewood.
You've seen him make ones with a range of 1-6 meters. (i.e. Melee or Medium range)
They are always one-use only.
  • Elements: 1
  • Range: -1 to 0 (Melee to Local Zone)
  • Effect: Inherits Effect from explosives, except as modified. The shape of the blast is a cone with up to an 80 deg half angle, extending to melee range or up to the local zone. The base is circular/elliptical, and is set at seal creation.
    • Small/wide angle Melee-Range and <30 deg Conic 1-zone shaped charges do not endanger allies. (add +3 to melee attack if used with Blast Rings)
    • Wide-angle 1-zone shaped charges provide allies two fragile tags on the aspect "Free and Clear" to evade the explosive effect, and the user may reduce their attack roll to account for friendly positioning. (add +6 to melee rolls if used with Blast Rings)
  • Duration: Instant
  • Toggleable: No

Author:
Skywalkers grant you the following bonuses:
+20 dice to TacMov for disengaging, +5 for closing distance.
+15 dice to Stealth if using them at ground level
Immunity to tracking except by watching you every step of the way. You can still be spotted by someone with line of sight to you at a given moment, but distance, cover, darkness, luck, etc. can help you avoid this.
  • Elements: 4 (2 per foot)
  • Range: -2 (Personal)
  • Effect: Modified Air Domes attached to soles of shoes allow for vertical movement. User can run through the sky by alternating activation (via chakra adhesion) between two feet. Provides a static bonus of +20 Athletics to withdraw from combat, and +5 to athletics to close in. Stealth at ground level is improved by +15, and users high in the sky gain +60 Stealth against ground-based opponents unless actively searching, at which point the bonus drops to +30 Stealth
  • Duration: about 20 min
  • Toggleable: Yes

Authors:
Anyone within 10 metres of the seal while it is active gains +3 to Stealth rolls. The seal cannot be moved after activation without terminating the effect.
  • Elements: 1
  • Range: 1 (local zone + 1 radial zone - 10 m radius)
  • Effect: +3 Stealth within area of effect. The seal cannot be moved without terminating the effect. Moving an active seal destroys the element and terminates the effect.
  • Duration: 10 min
  • Toggleable: Yes (special, see effect)

Author:
When a storage seal is triggered, it places a discrete object in the space immediately in front of the seal face into a timeless pocket space. When unstored by triggering the seal again, objects appear in the space orthogonal to the seal face. Objects need ~0 velocity relative to the seal to be stored, and emerge with ~0 velocity relative to the seal when unstored.
In the event of obstruction, the object fails to appear. If the seal is destroyed when an obstruction is in place, the object appears in the nearest available low-density space (i.e. air), damaged as though you'd hit it with a sledgehammer a fair few times.
No time passes within storage seals. Living objects, other seals, and chakra constructs cannot be stored in storage seals, but blanks can. You can store liquids by putting them in a container. The container is subject to some stresses by the process and so can't be super-fragile.
Storage seals are limited by total volume and total mass rather than largest dimensions, so e.g. long thin objects can be stored. Standard maximums are 100kg or 1 cubic meter, whichever is limiting, but higher capacity seals could in principle be researched.
  • Elements: 1
  • Range: -2 (Personal)
  • Effect: Two modes
    • Empty: If empty, can seal a discrete object with maximum mass and total volume limit of 100 kg/1 cubic meter. Exerts mild stresses on sealed objects, but time does not pass within the seal. Objects must be close to stationary relative to the seal to be taken in. Living things, chakra constructs, and infused seals cannot be sealed, although seal blanks may. Liquids may be stored in a discrete container.
    • Full: Release the object orthogonal to the seal face. If insufficient space, the item stays sealed. If the seal is destroyed when full, the item is ejected in the nearest appropriate free space, in damaged condition.
  • Duration: Indefinite
  • Toggleable: Yes

Author:
You can activate it in one of two modes: store or release. When activated it (stores air from / releases that air into) the surrounding environment. It's typically but not necessarily built into a face mask so that it releases the air in front of your mouth and nose. You can certainly release it into the room, but the flow rate and total capacity are low.
A fully-charged seal has 300 METs (Metabolic Equivalents). You can use the values from the Wikipedia table and add more from other reputable sources. (For simplicity, this table trumps Wikipedia trumps other sources in case of conflicts). All costs should be rounded up. Rate of consumption for common MfD activities:
  • Elements: 1
  • Range: -2 (Personal)
  • Effect: 2 modes of operation: Intake and Rebreather
    • Intake: Gain 5 MET worth of air per minute, up to 300.
    • Rebreather: Use MET of air according to activity
      • Sitting: 1 /minute
      • Walking (easy-hard): 3-4 /minute
      • Long distance running at ninja speed: 10 /minute
      • Fighting or Sprinting: 10 /round
  • Duration: Special
  • Toggleable: Yes

Author:
Vacuum cleaner + filtered air conditioner. It sucks in air at one end of the tag and emits it at the other. It has a concept of what "pure air" looks like; anything that doesn't match that definition is kept in storage when the remainder is emitted.
It doesn't add anything to the air, it only subtracts. If you breathe all the O2 into CO2 then you're still in trouble.
//
Repeatedly absorbs all gas within a 60-degree 3-metre cone in rapid bursts of suction. The gas goes into a storage space. Airlike gas is simultaneously expelled from the storage space via a separate identical cone. Anything not needed to produce the airlike gas (e.g. poison) remains trapped in the space.Note that this seal merely removes substances from air. It does not add, so if your breathing has converted all the oxygen into CO2, the seal is not going to save you. Note also that Usamatsu had no idea about the proper chemical makeup of air, and just went with something that didn't kill lab animals when they breathed it (in the short-term).
  • Elements: 1
  • Range: 0 (Local Zone - 30 deg half-angle, 3 m diameter cone)
  • Effect: Absorbs gas within a 30-degree half-angle cone within line of sight, then releases only the components than make up breathable air (O2, N2, Ar, CO2, H2O, though no one in-character knows chemical composition) in an identical, coterminous cone. No additional material is supplied - if there was no oxygen, none will be there after application of the purifier. All other material - poison gas or suspended particulate below 500 um is sealed in the purifier. The suction and release are not simultaneous - they occur at 10 Hz (gas at the furthest reach travels 60 m/s - bulk particles traveling faster than this beat the suction/release function). The seal may be swept around an area to purify a zone within seconds. If there is no breathable gas in the local area, the seal will create a conical vacuum which quickly sucks up the non-breathable gas.
  • Duration: A few days (72 hrs, rationable), or up to 20 active toggles.
  • Toggleable: Yes
Need to write up versions for specific types of macerators: Solid Shot, Misterator, Youthenizer.

QM discussed mechanics move down here for easier access.
A place where links to current player-visible QM discussion will be collected

If we get to see the things which are written in stone. Ambitious, yet plausible.

I think I have all of the seals marked up. If I've omitted any, let me know and I'll add it in.

If anyone can think of an additional section that is relevant to some of the seals, suggest it and I'll go ahead and add it like the (Toggleable) token.

To avoid frustration and speaking past one another in why I set something in a particular way, If someone suggests an edit which I'm not sure about, I will describe the model that I used to arrive at the expressed mechanic, and the many assumptions I used to make the model work. I believe it is much easier to address false premises than to reach agreement on conclusions between several parties with different premises.

--
On to the next bit (known techniques in need of specification), I begin with the assumption that the Character Sheets are up-to-date with all known techniques. If that is the case, the two obvious standouts are MEW (lack of specificity in the document) and Hiding in the Mist (Noburi - not in the docs)
 
Do we need to get MC license for tutoring? Kagome could very well get money from rich parents to help subsidize tutoring not-rich kids.
 
Do we need to get MC license for tutoring? Kagome could very well get money from rich parents to help subsidize tutoring not-rich kids.
0) Can we not delve back into this
1)Its a free service, keep ot that way and the MC can go fuck themselves IMO
2)God I hope not
 
Last edited:
Do we need to get MC license for tutoring? Kagome could very well get money from rich parents to help subsidize tutoring not-rich kids.

I doubt that it will be a major problem. The MC have a really big, but also really blunt hammer in the form of a boycott. It's hard to imagine them credibly threatening to convince all the merchants to implement one over a ninja training another ninja without the exploitation of any ninja skills or tools in pursuit of the established curriculum of and with the explicit permission of the legitimate headmaster of the official academy.

Although, it would be fun to watch them try to threaten with a boycott a paranoid social recluse who just spent a decade living happily and entirely self-sufficiently in the remote wilderness.
 
Last edited:
I wonder if any ninja learned how to just enough sealing to make their own explosive tags to save themselves money. Then found out that makes them registered as a sealmaster so they have to pay extra taxes. I further wonder how many ninja have avoided learning how to for exactly that reason.
 
I wonder if any ninja learned how to just enough sealing to make their own explosive tags to save themselves money. Then found out that makes them registered as a sealmaster so they have to pay extra taxes. I further wonder how many ninja have avoided learning how to for exactly that reason.

My suspicion is that somebody who was motivated to learn to make explosive tags to save themselves some money would be similarly motivated to sell explosive tags to make a lot of money, and it's still huge net gain even with the taxes.

Also, this hypothetical ninja got their face eaten by betentacled horrors long before the tax ever became an issue. Explosives are easy seals, but they're still seals. Casual dilettantes don't mix well with sealcrafting.
 
Last edited:
A write-up on what I'd envision the Reflexive MEW barrier to look like. Would need to eventually blend this in with the regular MEW, or else make the MEW bimodal.
Key - Component: Setting (Strain Cost)
  • Effect: 0 (0)
  • Duration: seconds (10)
  • Durability: Settable on Casting from 4 up to 3+AB/2 (round up) : (82, 128, 183, 249, 324, ...)
  • Range:-2 (0)
  • Casting Speed: Supplemental (20)
  • AoE: 1 target (0)
  • Reflexive Casting (30)
  • Permanent Effect (10)
  • Major Skill Bonus (30)
  • Significantly reduced size (-50)
Strain Cost: 50 + Durability (82, 128, …) = 132, 178, 233, 299, 374, …
CP cost = 27, 36, 47, 60, 75, …
CP cost using environmental Earth = 25, 34, 45, 58, 73, ...

The Reflexive MEW-Barrier is intended as an alternative to Substitution (when Substitution is infeasible, insufficient, or inefficient). The MEW user reflexively raises a 2x2x0.3 m barrier in a chosen direction, blocking melee, ranged, and many AoE attacks. The strain of rushing the technique severely limits the amount of Earth-Wall produced, and chakra construct Walls last significantly shorter than those produced by a normally used MEW technique.
The user gains 1/2 * MEW level towards Athletics checks to dodge
If the barrier remains in subsequent attacks/rounds, it is thereafter an aspect of the environment, and the user gains 1 tag that can be used within this scene on subsequent checks.

AW-comment: wanted the basic technique to be about double cost of a substitution, but not much more.
 
Back
Top