I mean, if Akane's into nuclear dates, I'm willing to consider pursuing her romantically, even if it's hard. That said, I'm fairly sure she's in the "no global annihilation" camp.
A reliable source of player torment that I've enjoyed writing is at risk of being removed through clever planning and character development opportunities. It's like death by chocolate. Only with less death. And @eaglejarl writing the chocolate.
I don't really understand why people are so itchy about Hazou realizing that Akane broke up with him.
Why does it bother you so much? It's not like it's taking up a huge amount of plot space or significantly altering Hazou's daily routine. (Which is, ah, maybe a sign that she was right to break up with him.)
I don't really understand why people are so itchy about Hazou realizing that Akane broke up with him.
Why does it bother you so much? It's not like it's taking up a huge amount of plot space or significantly altering Hazou's daily routine. (Which is, ah, maybe a sign that she was right to break up with him.)
A reliable source of player torment that I've enjoyed writing is at risk of being removed through clever planning and character development opportunities. It's like death by chocolate. Only with less death. And @eaglejarl writing the chocolate.
I don't really understand why people are so itchy about Hazou realizing that Akane broke up with him.
Why does it bother you so much? It's not like it's taking up a huge amount of plot space or significantly altering Hazou's daily routine. (Which is, ah, maybe a sign that she was right to break up with him.)
I think everyone is scared that the sudden realisation, especially at an inappropriate time, will do significant emotional damage and result in Bad Things. But WWDTTY?
As to the daily routine, we've mostly been keeping that side of Hazō and Akane's relationship offscreen, on the assumption that slice-of-life scenes of two teenagers being generally happy and lovey-dovey together would be unwelcome in the middle of such exciting things as the Chūnin Exam. (Hasn't stopped us from being accused of turning MfD into a romcom, not that I'm bitter.)
As to the daily routine, we've mostly been keeping that side of Hazō and Akane's relationship offscreen, on the assumption that slice-of-life scenes of two teenagers being generally happy and lovey-dovey together would be unwelcome in the middle of such exciting things as the Chūnin Exam. (Hasn't stopped us from being accused of turning MfD into a romcom, not that I'm bitter.)
FYI, one of the things I missed most in that arc, and why I'm glad we're not skipping over the break, was the lack of time for the characters to breathe, just be themselves, and have natural character moments. Not necessarily romantic ones, but those two.that was a typo but I'm sticking with it
I'd imagine losing the Trouble Aspect would come from some meaningful soul searching that we do. Hazo's particular Trouble seems to stem from a lack of understanding of how other people will react to things he says, i.e. lack of empathy. I'd expect that some target empathy level must be reached in order to change it, along with actual narrative character development (maybe in cases where we still pass the check, where we otherwise would have failed due to invocation of the Aspect - i.e. it stops being enough of a Trouble to take an Aspect slot)
I'd say 12 (where invoked aspects still passively succeed against 10), 17 (where invoked aspects still passively succeed against 15) or 20 (because extra AB)
We have 10 levels now (55 XP invested)
12 needs total 78, so 23 XP to invest
17 needs total 153, so 98 XP to invest
20 needs total 210, so 155 XP to invest
That's anywhere from 1-6 months of game time of putting one XP per day into Empathy (or we can go faster), over which we have narrative improvements.
I think @eaglejarl thinks something like the following:
"Hazou has an established characterization of being somewhat socially inept. The rules exist to ease simulation of the world, but not at the expense of making it gamey rather than simulationist. Regardless of whether it's mechanically his Trouble, it's gonna be a problem for him until he's undergone a lot of character growth. However, we are willing to gradually transition him over to another Trouble (such as Savior Complex) in a way that keeps his character intact."
Now, something I'm not sure about is what conditions would have to be met for this Trouble-transition. It does seem like we've put effort into this at various times (training relevant stats, asking Mari for help, putting things like "be considerate" into plans); I'm not sure if the QMs are just looking for more efforts in the same vein, or something qualitatively different.
But overall, it seems like you and EJ are largely on the same page here?
As to the daily routine, we've mostly been keeping that side of Hazō and Akane's relationship offscreen, on the assumption that slice-of-life scenes of two teenagers being generally happy and lovey-dovey together would be unwelcome in the middle of such exciting things as the Chūnin Exam.
I personally think the Chunin Exams were an interesting pile of challenges that (in most cases *cough cough Event 4 cough cough fuck Mist cough*) were successfully or at least satisfactorily solved by the players after some (maybe) stumbling here and there.
Perhaps any naysayers felt validated after the fact by the fact that our inexorable ability to punch the everliving shit out of things eventually won us the day, but I do not think this makes the Exams "boring."
I... Might have a different definition of squick* than y'all. Because that was the first thing I pattern-matched to the checklist of:
[✓] exploits Hazou's painful social ineptitude
[✓] rectifies this situation
[✓] doesn't delve into squick territory
*The feeling of disgust meant by the word "squick" - y'all ever read the later books in the Ender's Game series? One of them deals with characters who are... Germophobic(?). One character gets their arms covered in slime without any way to clean it off and feels revulsion, disgust, horror, etc.
Very little makes me go "oh, gross". Decaying bodies? Meh. Backflowed septic tank? At least I'm not dealing with customers. But sex? Physically interacting with another person along those lines - that is the one thought that puts me in the frame of mind of the character I mentioned above.
"It can't be that hard", Veedrac says, ever the optimist.
Well the first thing to note is that we don't really have clocks. So, hmm...
The next thing to note is that getting sundials to run backwards means it's either redirecting or producing/absorbing light, and this, uhh... I'm trying OK??!
Well, I guess the real hax depends on what counts as a "clock". If a sand timer counts as a "clock", we can make it lift sand. If a clock has a slow portion and occasional fast energy-wasting portions (like lowering a mass), getting that to run backwards might produce useful work. If the clock has an end-state, this might allow us to make time-activated seals. If we make a clock out of a person, I wonder if we can reverse aging...
I'M TRYING OK??!
Obliteration Seal
When activated, slowly smudges out any writing in a 10cm radius.
The flaw with this seal is the radius, not the effect. Getting a seal that close to someone is already insta-gib, so this doesn't seem to have much adversarial use. Using it to ruin seals seems pointless since chakra-construct water already works for that. It might be useful to help secure documents that we want to keep private, but don't want armed with bombs.
If we can chain it to other seals, it might help to attach it to Skywalkers so that lost or discarded seals are less likely to result in loss of the Skywalker.
Invisibility Seal
Turns invisible. Unfortunately, doesn't affect anything but the seal itself.
If we can get this moving fast enough, it's already super-powerful.
IIRC it might have been possible to write multiple seals on the same paper (really not sure about this). If so, TROLOLOLOLOL.
If it lasts for a long period of time, and we can make it large, this gives us sizable invisible sheets we can do a lot of fun stuff with. If we can engrave it on other surfaces, we might even get wonderful things like invisible armor or kunai. In theory this seems possible, since engraving seals in flesh is possible.
Seal of Impending Revelation
Gives any viewers the distinct impression they are on the verge of an epiphany, if only they studied the seal a little longer.
One thing you could do would be to convert the old seals to the new rules. That may or may not still be waiting on some rules from us, though.
Another thing would be to collect a list of jutsu that need to be defined and aren't yet. Anything that you are known to have or are owed that we haven't written up?
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
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).
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.
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
A proposal for a resolved MEW @OliWhail - I know you ere thinking about doing something about MEW - here's a thing that might help
Key- Component: Setting (Strain Cost)
Effect: 0 (0)
Duration: Several Minutes (100)
Durability: Settable, 4 to 3+AB/2 (round up) (82, 128, 183, 249, 324, …)
Range: AB/3 (round down) (30 - ad hoc, 1/2 of expected max cost of 60 for range 3 at AB 9/10)
Casting Speed: Standard (0)
AoE: Special (Utility/Defense), or Target + Melee (Offense) (20)
Adjustable Casting Time
Major Skill Bonus (30)
Permanent Effect (10)
Tunable Durability (20 - ad hoc, as tunable effect)
Using elemental earth reduces costs by an additional 2 CP.
Taking longer will likewise reduce the CP cost.
The base technique has the same cost and effect as the current rules version.
General Text:
Create up to 28.5 m^3 of Granite, that may be distributed in contiguous panels of minimum dimension 0.9x0.9x0.3 m. The earth grows from a surface at rate of (5+MEW level) m/s. If the MEW technique is drawn from elemental earth (dirt, stone, etc) then the effect is permanent. Otherwise, the construct lasts for the proscribed duration.
Summon up to 28.5 m^3 of Granite, that may be distributed in contiguous panels of minimum dimension 0.9x0.9x0.3 m. If all walls are set at 0.3 m thick, this allows coverage of 95 m^2 with contiguous walls. This allows for an A-Frame (equilateral with floor and endcaps) of about 5.7 m per side and 5 m long (This could be approximately sufficient for the 5 member team in one casting, so may be consistent with prior observation - more castings would have been used for additional layers of security).
Generally, can put up a 2m high wall of border: 1 enclosing a zone, which blocks line of sight from ground level, or a directional border that applies border:1 across 4 contiguous zones against travel along a particular direction.
(See Defense for a scaled down version, which may be useful in some small utility applications)
Action: Standard
Target: single target in range + Melee
The user rolls (MEW level + 1/3 trapmaking) level to ensnare/squish the opponents with a vice-like trap. Opponents roll athletics to dodge the effect (active earth travel techniques, e.g. hiding like a mole, result in an automatic dodge)
The user can choose to cast a substantially scaled down technique as a reflexive supplemental action. Casting the technique in this way makes the following mechanical changes
reduces the duration of chakra constructs to 1 round (-90 strain)
summons only 2.7 m^3 of granite (-50 strain, ad hoc substantially reduced (1/10) effect)
Range: -1 (-30 Strain)
AoE: single target (-20 Strain)
Casting Speed: Supplemental (+20 Strain)
Reflexive Casting (+30 Strain)
Reducing the Strain by 140, and CP cost by 28.
Total costs therefore: 31, 40, 51, 64, 79, … (Elemental Earth reduces costs by 2)
Summon a 3x3x0.3 m wall in the chosen direction, which blocks melee attacks, ranged attacks, and most AoE effects.
The Reflexive MEW-Barrier is intended as an alternative to Substitution (when Substitution is infeasible, insufficient, or inefficient). The strain of rushing the technique severely limits the amount of Earth-Wall produced for the chakra consumed, 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 free tag that can be used within this scene on a subsequent check
I reduced the duration of chakra construct walls down one rung of the ladder. Really, this could be reduced down to 1/2 to 1 minute without major loss in utility, while also reducing chakra cost per casting by 20+ CP. I left it rather high, because 1) Wanted final cost to match original, and 2) I figure the ad-hoc permanent cost of 10 strain was tied to a high chakra construct duration cost.
I added 3-level scaling mechanics:
At higher levels, can choose to use more chakra to make the walls more durable (4 at AB 1-2, 5 at AB 3-4, … 8 at AB 9-10) (originally, walls were meant to grow stronger with level)
At higher levels, can project the technique at range (basically an extra zone range at 20, 50, 80) (originally, level allowed use of the technique at greater distance)
At higher levels, provides a larger bonus in attack and defense (user is faster and more skilled, and the technique travels more quickly)
I added a kind of bimodal function for the reflexive barrier: Can use ~30 CP rather than ~60 CP to get a supplemental, reflexive but relatively small wall in the local zone to e.g. block attacks. Might want to change it to personal so people cant use it to defend for other people.
Edit:
Actually, I think I'd find it easier to believe if the technique was actually 2 separate techniques:
Offensive/Utility MEW - which we have at level 1.
Defensive, Reflexive, Supplemental, and Restricted MEW - which we have at like level 6.
Alternatively, enforce that both techniques must be kept at the same level (effectively making it a double-cost technique)
Key- Component: Setting (Strain Cost)
Effect: 1 (10)
Duration: 1 minute (60)
Durability: - (0)
Range: 1 (centered on self) (20)
Casting Speed: Supplemental (20)
AoE: Multiple Zones (ad hoc - 80)
Major Skill Penalty - Alertness (-30)
Total Strain: 160
CP Cost - 32
(Reducing down to Range 0 and 1 Zone reduces strain by 60, so the cost of a smaller, one zone version is 20 CP)
The user blankets the local and adjacent zones in a thick mist. Unless a creature has non-sight based senses, all creatures within the mist take -1(Effect) AB to Physical skill and Alertness checks against other creatures, and lose line-of-sight allowing for Stealth checks to approach as well as mostly preventing melee/ranged attack. Creatures may make an Alertness check against Stealth with -20 Circumstance to identify the location of a creature within the same zone, and -40 in an adjacent zone, and may attack as usual on success.
Also, @OliWhail@Velorien
It's taken a while, but here is a compilation of suggestions for all of the Seals Hazo has (in @faflec 's signature, which I believe is up to date)
Additionally, suggestions for Multiple Earth Wall and Hiding in the Mist - the two techniques which I found on our collective character sheets (Keiko / Noburi / Hazo) that need elaboration.
There might be some value in putting a write-up on Defend the Log (Pangolin technique) as that is a friendly buff-technique that the Pangolins are likely to have described (and us to have felt) in detail. Other untrained Pangolin techniques should probably be unknown to us, other than what we have observed them using and their visible effects (which the players should compile, and possibly be wrong about), unless you deem the particular technique something that a pangolin would have described to us in detail.
Edit: Here is @Cariyaga 's suggestion from the Informational Threadmark on Defend the Log
This one's a bit of a doozy, I've gotta say. DTL was BUSTED in the old system, and I've done my best to translate it as such. If you'd rather it be less busted, I'm happy to work with that, too.
How it works is thus: Spend chakra, get area buff surrounding the user's location at time of use. Buff provides DTL's Aspect Bonus * 2 to others, and Aspect Bonus * 3 to the user of it.
The chakra cost is paid half up-front, and half per-round, the latter of which may be canceled at any time.
Nobody else taking up my suggestion to munchkin the suggestions? No? Well, fine, I'll do it myself. It can't be that hard. First up...
...uh...
"It can't be that hard", Veedrac says, ever the optimist.
Well the first thing to note is that we don't really have clocks. So, hmm...
The next thing to note is that getting sundials to run backwards means it's either redirecting or producing/absorbing light, and this, uhh... I'm trying OK??!
Well, I guess the real hax depends on what counts as a "clock". If a sand timer counts as a "clock", we can make it lift sand. If a clock has a slow portion and occasional fast energy-wasting portions (like lowering a mass), getting that to run backwards might produce useful work. If the clock has an end-state, this might allow us to make time-activated seals. If we make a clock out of a person, I wonder if we can reverse aging...
I'M TRYING OK??!
The flaw with this seal is the radius, not the effect. Getting a seal that close to someone is already insta-gib, so this doesn't seem to have much adversarial use. Using it to ruin seals seems pointless since chakra-construct water already works for that. It might be useful to help secure documents that we want to keep private, but don't want armed with bombs.
If we can chain it to other seals, it might help to attach it to Skywalkers so that lost or discarded seals are less likely to result in loss of the Skywalker.
If we can get this fast enough, it's already super-powerful.
IIRC it might have been possible to write multiple seals on the same paper (really not sure about this). If so, TROLOLOLOLOL.
If it lasts for a long period of time, and we can make it large, this gives us sizable invisible sheets we can do a lot of fun stuff with. If we can engrave it on other surfaces, we might even get wonderful things like invisible armor or kunai. In theory this seems possible, since engraving seals in flesh is possible.
Genjutsu that doesn't require an active user?! Sagemas Christ! I don't think I even have to break this one!
So... no different to a seal blank? Seems useless.
Perhaps any naysayers felt validated after the fact by the fact that our inexorable ability to punch the everloving shit out of things eventually won us the day, but I do not think this makes the Exams "boring."
As one of the naysayers I found the writing in the exam of exceedingly high quality. I just found the level of difficulty incredibly tedious. I felt like everyone in the exam was so far below our level to be laughable. Like even our so called rivals in down fall never actually managed to gain the interest of the hivemind.
The only thing that was really interesting was the 4th event. But that was just because of terrible decisions made by the hivemind
I... Might have a different definition of squick* than y'all. Because that was the first thing I pattern-matched to the checklist of:
[✓] exploits Hazou's painful social ineptitude
[✓] rectifies this situation
[✓] doesn't delve into squick territory
*The feeling of disgust meant by the word "squick" - y'all ever read the later books in the Ender's Game series? One of them deals with characters who are... Germophobic(?). One character gets their arms covered in slime without any way to clean it off and feels revulsion, disgust, horror, etc.
Very little makes me go "oh, gross". Decaying bodies? Meh. Backflowed septic tank? At least I'm not dealing with customers. But sex? Physically interacting with another person along those lines - that is the one thought that puts me in the frame of mind of the character I mentioned above.
I think they had severe OCD. The idea was that they were genetically engineered to be super intelligent, but to also have crippling OCD to prevent them from just taking over the government. I think they had a compulsion to wash their hands, or to make sure their hands were absolutely clean? Something like that. It's been a while since I read the books though, so I could be wrong.
What does this mean? I've seen it a few times, and my current guess is something "would we do [something with d?] to you", but I feel like an extra T would be needed for that.
As one of the naysayers I found the writing in the exam of exceedingly high quality. I just found the level of difficulty incredibly tedious. I felt like everyone in the exam was so far below our level to be laughable. Like even our so called rivals in down fall never actually managed to gain the interest of the hivemind.
The only thing that was really interesting was the 4th event. But that was just because of terrible decisions made by the hivemind
What does this mean? I've seen it a few times, and my current guess is something "would we do [something with d?] to you", but I feel like an extra T would be needed for that.
You're right, it does mean "Would we do that to you?", and it is, in fact, meant to be spelt WWDTTY. It's the QM's catchphrase for interactions with us, as compared with DYK, their catchprase for QM chat.
What does this mean? I've seen it a few times, and my current guess is something "would we do [something with d?] to you", but I feel like an extra T would be needed for that.
What Would Drunkards Do To You. It's basically asking us what we think a drunken Jiraiya would do to the player base if we went through with a given course of action.