[X] Plan: Unit 02

Thank you.

Don't know if it can eke out a win so late, just in case...

[X] Plan: Prelude to Apocalypse

But if it looks possible, I'll switch to fully supporting it.
 
The immediate power offered by Plan: Unit 02's build is really in a league of its own. Here are the benefits of Vicissitude 200:

Upgrades to One Must Solo a Giant Dragon (Now equivalent to a ~19 BP Achievement)

Effects not mentioned stay the same.

"*Combine Unleash Dread and Reveal Dread into a single action, the intensity of which can be modulated, called Resonate. Resonate is significantly more cost-effective than its predecessors. Instead of drawing upon Dread in yourself, or in the environment, you merely spark a recurrent reaction in the fear-stuff of the universe, compelling it to motion and awakening. You benefit from a slightly higher level of Metaphysical Magnitude (+.03 at maximum) when doing so. The physical and spiritual exhaustion of Resonance is much less harsh, and overwhelmingly less likely to result in permanent or long-term diminishment.

...

*New - Impossible Geometries: Merge your Dexterity and Agility into one Attribute, called Finesse. Merge your Strength and Endurance into one Attribute, called Might. Merge your Reflexes and Prowess into one Attribute, called Instinct. Replace all instances of the precursor Attributes in rules text with the new Attributes. For each of these Attributes, take the higher of their precursor, and you receive Perks as if you'd naturally raised both Attributes to their current level. When a merged Attribute reaches a Milestone, select Perks as if you'd reached Milestones for both precursors.

*The character's physiology and genome are streamlined using certain tissue acquired elsewhere, permitting incredible survivalist feats. The complete list of added capabilities is too expansive to summarize fairly but includes features such as extreme resistance to all forms of non-damage harm or negative status effect, the ability to consume solid minerals or alien flesh for sustenance without getting sick, never sleeping by shutting down portions of the brain, and absurdly enhanced combat instincts that would allow a novice child to slay a hundred fully-armored knights with their bare hands - especially against terrible and mighty creatures and foes beyond man's reckoning. All of these features are integrated so naturally and seamlessly the character doesn't think of them as odd and doesn't hesitate to utilize them when needed, but also don't negatively impact social interaction. Also gives you a major resistance to worsening Conditions, and enormously accelerates your restoration from them (including Resonate-induced exhaustion.)

On the other hand, the character's appetite skyrockets to extreme heights, and they must now consume significantly more to meet their nutritional needs."

*Impossible Geometries alone is a whopping 6 additional Perks, on top of insane boosts to Agility, Endurance and Reflexes,
*Merged Attributes also boost our effective XP, stacking multiplicatively with the Attribute discount from Master of Systems,
*Extreme general resistance to negative status effects of all kinds,
*Outrageous degrees of combat skill above and beyond our current level,
*Capable of blitzing any other build on offer (except Might Alone for three actions),
*Recover from our current exhaustion with incredible speed,
*We can semi-reliably use Resonate at Unleash Dread levels with only moderate consequences, and severely reduce the cooldown of Reveal Dread. This means we can justifiably using Reveal Dread on stuff like Void King's interrogation or upgrading Miala's cybernetics without worrying about crippling ourselves.

---

And at 250:

*New - S.T. Field: You may deploy around your physical corpus a Supreme Territory, or Light of the Soul: a red-gold field of Magelight within which resonance becomes infinitely easier. Though taxing to erect, within a small radius around yourself you may passively Resonate at the level of Unleash Dread without consequence, or Resonate at the level of Reveal Dread with only the consequences of Unleashing Dread. This Ability costs around 250 MP to employ and persists for up to two hours, but cannot be re-deployed in a battle if destroyed; its destruction also disables use of the Dreamscape for a night. It is roughly 70% as difficult to destroy as slaying Koji himself would be.

If you'd prefer to moderate the pace of Koji's growth while gaining Kayaba-relevant metaphysical power and maximizing our performance on the optional boss, I'd suggest an approval vote for Plan: Unit 02!
 
Might alone from a power set standpoint is just so much more interesting than madman. Muscle wizard is the one true path after all, and reading about koji breaking fundamental laws with brute strength is very entertaining. It's also fitting from an optimization standpoint, pure raw min maxing at its finest.

I'd prefer horror king, but if we don't have enough BP might alone is a good enough consolation prize.
On second thought, agree. It'll also be more interesting narratively to get access to Furo after slaying Mordlied, as opposed to just getting mad science out of nowhere.
 
[X] Plan Neon Genesis

Alright, so I think I like that plan even though we are still lacking two BP for it.
One fact to note is that even if removing supman is likely to kill us, we could get our hands on a resurrection crystal or something similar to ensure we survive this. We could argue that using such a crystal would still be a gamble, because we do not know what occurs after death, but it's still one of the best chances we have of clearing SupMan right now.
Assuming this works, the main concern would be the state our build is in after the removal finishes. Assuming this fail, then we'd be dead though...

On the other hand, what is confirmed to not kill Koji would be to remove SupMan's influence for a few seconds. According to Birdsie, removing it for 30 seconds would not be especially draining. However, it would allow Koji to see that something is wrong with SupMan, which might push him to find ways to combat that influence (and maybe make SupMan removal more affordable).​
 
We are now at 25.2 BP. For all the people who were worried about how 27 BP was completely unreachable, I am happy to tell you that worry was, as expected, unfounded. With neon genesis within sight I would like to talk about why this option is so compelling.

It's the only build that has an active plan to deal with the ever present threat of supman mental influence. The key here is the ability to remove anything afflicting us. While fully removing supmans influence is (potentially) out of our league right now, we still have one very powerful thing we can do with that.

The biggest problem right now is that koji doesn't know he's being influenced. The thing is though, he's a paranoid man who always uses the Optimal Tactics (tm). So, we just need to utilize that. Have him very temporarily remove all mental influence from himself. Say for, 10-30 seconds max. WoG is that this would not be particularly strenuous. That would immediately tip koji off that something is wrong, one major supman hurdle overcome.

Then we have multiple avenues of fixing it, with koji in character working towards it right before a potential timeskip. Even if we can't immediately get rid of all mental influence, which I'll get to in a second, this alone is a massive boon. The other plans don't have anything resembling this. Apocalypse gives us some passive resistance, but has no plan. Might alone doesn't do anything with supman, it has no plan and no mitigation.

Now, all of that is compelling, but what if I said there was a possibility to remove all influence from us almost immediately? We were informed of one very potent resource, resurrection crystals. Full guaranteed resurrection backed by the big man himself. Imagine if we fully removed supmans mental influence, died from the sheer fatigue, then got brought back smelling like roses. Full perfect resurrection.

This has its own problems, it risks something going wrong with the resurrection and giving us a quest end. It has the problem of finding a resurrection crystal in the first place as well. But, as an emergency measure, it's something worth talking about.
 
Mm, there's a fairly huge problem with the rez crystal plan, removing sufficiently powerful conditions with Horror King can drain XP and power rather than simply causing fatigue. As mentioned earlier, this could render us powerless given SupMan's strength. Also, 2 BP is hardly trivial, it's close to 8 normal fanworks' worth of BP even with the multiplier!
 
Mm, there's a fairly huge problem with the rez crystal plan, removing sufficiently powerful conditions with Horror King can drain XP and power rather than simply causing fatigue. As mentioned earlier, this could render us powerless given SupMan's strength. Also, 2 BP is hardly trivial, it's close to 8 normal fanworks' worth of BP even with the multiplier!

You've pretty consistently underestimated our BP generation, but regardless if we're given a closing warning and we haven't made the goal yet, then I'll swap the vote happily. But for now that's a moot point, I'm talking about the plan based on its worth, and it outshines the other options clearly in this area.

The res crystal is a crap shoot plan, I'm just discussing it for an emergency measure and for engagement.
 
As I do like Neon more than any of the other options, and will be capable of just switching the vote to Might in case of BP shortage (and all other HK plans have failed),
[X] Plan Neon Genesis

Do not underestimate its power and potential. Time dilation from Solo is an extremely powerful tool, and HK's esoteric defenses will continue to hold up well until the quest's end, while Supreme Decision and power equalizing will help against the upcoming boss. The tracking feature will ensure that there'll be no XP shortage in the medium run. More importantly, the Guardians feature will ensure that Koji's companions will never fade to irrelevance even during the distant finale, and with Koji's astronomical rate of growth, this will be monumentally difficult to accomplish with other means. While still good, Furo's growth acceleration has a much lower ceiling, and Madman's augments are limited for this purpose.
 
Reposting plan votes because posting 02 overrode my vote in the tracker as currently configured:

[X] Plan: To Might Alone...
[X] Achievement: Scale-Piercer
[X] Achievement: Master of Systems [7 BP]
[X] Achievement: Furo, Servant of the Overlord [15 BP]

[X] XP Expenditures with Master of Systems and Furo Discounts: Promised Knight 10 (17,900), STR 129 -> 150 (3490 after Optimum Prime and Promised Knight, Swordsman discounts), LCK 52 -> 100 (3734 after Optimum Prime and Promised Knight discounts), DEX 149 -> 150 (190.35 after Optimum Prime and Swordsman, Swordmaster discounts), AGI 64 -> 100 (3321 after Optimum Prime), total 28635.35.
[X] Perks: Superior Handling III, Flip the Dice II, Raw Brawn I, whichever Koji prefers of Awesome Coordination and Blur of Speed II
[X] If we have 29+ BP, instead purchase over Might of the Slayer over Killing Glare, and adjust XP Expenditures in the following way:
-Promised Knight 10 (17,900)
-STR + DEX 145 -> 150 (1,765 after Optimum Prime, Promised Knight, Swordsman and Swordmaster discounts), LCK 52 -> 100 (3693 after Optimum Prime, Promised Knight discounts), AGI 54 -> 100 (3933 after Optimum Prime), Aether Savant 3 (600), Unstoppable Juggernaut 1 (430)
-Save the remaining ~.4k
-Additional Perks: A lot more Raw Brawn

[ ] Plan: Prelude to Apocalypse
[X] Achievement: Killing Glare
[X] Achievement: Inherit the Nightmare [2 BP]
[X] Title Achievement: The Absolute Madman [19 BP] [HD]

[X] XP Expenditures: Electromaster 6, Aether Savant 8 (4900), LCK 52 -> 100 (4560), MEME 130 -> 150 (4200), Aura 75 -> 100 (2460 after Aether Savant discount), Aura 100 -> 150 (8531 after Aether Savant), Agility 64 -> 100 (3693), total 28,344; Perks: Superior Handling III; whichever of Awesome Coordination or Blur of Speed II he prefers; Flip the Dice II; Silvered Artery I + Witch Sight I

[ ] Plan Neon Genesis
-[X] Achievement: Killing Glare
-[X] Achievement: Blood and Grace [2 BP]
-[X] Achievement: One Must Solo A Giant Dragon [7 BP]
-[X] Title Achievement: Horror King [15 + 3 BP]

-[X] XP Expenditures: Take the Supreme Decision, then spend XP afterwards. Horror King can resist even SupMan's influence, so not getting the Supreme Decision is a huge waste of BP here.

[X] Plan: Unit 02
-[X] Buy upgraded The King in Crimson and its pre-requisites: Blood and Heraldly, One Must Solo a Giant Dragon, and Master of Systems. Select Quickened Blood. [21 BP]
-[X] Achievement: Scale-Piercer
-[X] XP expenditures: STR 149 -> 150 (202.5), Vicissitude 79 -> 177 (17,492 after Optimum Prime), Dexterity 159 -> 200 (10,895 after Optimum Prime, Swordmaster and Swordsman discounts), total 28,589
-[X] Perks: Raw Brawn I, Superior Handling III and IV, Blur of Speed IV (Or whatever Koji thinks best), Swift Adrenaline IV (Or whatever Koji thinks best, maybe God Step), Indestructible Body II
 
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[X] Plan: Unit 02
 
Time to list out the numerous problems with 02. Mainly that it specifies our build extremely hard on dread with no plan for mitigation. It's like taking horror king if horror king didn't explicitly say it could remove mental influence. We've seen what using dread did to our mental, and we saw how the sword reacted. 02 is locking in the fact that the sword will be functionally useless to us in the future.

So we go full ham on dread, become an avatar of existential fear, embrace our supman powers entirely without a single plan for how to deal with Kojis changing personality. We don't have horror kings removal, we don't have madman's 25% resistance, we have nothing. We're condemning koji to being supplanted by the eldritch gestalt of his previous selves by completely dedicating ourselves to the new resonance effect without thinking about how to stop the negative effects.
 
Hm, weird that the vote tally still isn't picking up my vote for 02.

Time to list out the numerous problems with 02. Mainly that it specifies our build extremely hard on dread with no plan for mitigation. It's like taking horror king if horror king didn't explicitly say it could remove mental influence. We've seen what using dread did to our mental, and we saw how the sword reacted. 02 is locking in the fact that the sword will be functionally useless to us in the future.

So we go full ham on dread, become an avatar of existential fear, embrace our supman powers entirely without a single plan for how to deal with Kojis changing personality. We don't have horror kings removal, we don't have madman's 25% resistance, we have nothing. We're condemning koji to being supplanted by the eldritch gestalt of his previous selves by completely dedicating ourselves to the new resonance effect without thinking about how to stop the negative effects.

Au contraire, 02 has extreme resistance to mental influence and all other forms of status effect:

The complete list of added capabilities is too expansive to summarize fairly but includes features such as extreme resistance to all forms of non-damage harm or negative status effect

Probably not as great as Madman's 20-30% 'absolute' mitigation, but it's unlikely to do nothing. More importantly, we'll recover from Dread ruthlessness at record speed and won't be exhausted from using Dread, so Koji will be able to go full force into the optional superboss and pick up whatever - direct or indirect Miala buffs, SupMan mitigation (though I still think people focus way too much on mitigating SupMan rather than actually having fun given how early we are in the quest), or growth effects - from the gains afterwards.
 
Hm, weird that the vote tally still isn't picking up my vote for 02.



Au contraire, 02 has extreme resistance to mental influence and all other forms of status effect:



Probably not as great as Madman's 20-30% 'absolute' mitigation, but it's unlikely to do nothing. More importantly, we'll recover from Dread ruthlessness at record speed and won't be exhausted from using Dread, so Koji will be able to go full force into the optional superboss and pick up whatever - direct or indirect Miala buffs, SupMan mitigation (though I still think people focus way too much on mitigating SupMan rather than actually having fun given how early we are in the quest), or growth effects - from the gains afterwards.

Depends on if your achievement views supman mental influence as negative. Koji himself doesn't know or recognize it, and from a purely theoretical standpoint it's not "harmful," since you could recognize those Kojis as being a part of a whole, or even a benefit from a combat state. They're likely more experienced at fighting than we are after all, and more in tune with the powers we're using.

I've seen comments on discord about how the effects are less intense or quick to pick up, but that's almost entirely neutralized by how much more we would be using resonance over dread.
 
[X] Plan: To Might Alone...
[X] Plan Neon Genesis


The Tinker Problem is real with Madman. I won't dispute that it's powerful and cool, but let's think about what the quest would look like after we pick it. Basically all of our problems would be solvable via high level magic and magelight, which means the optimal solution to most of our problems is to build a tower, grind up our skills and then just create some magic item or learn a spell to solve whatever we're facing.

Koji is already pretty much unstoppable in combat: this would only exacerbate the issue because we'd become unstoppable not just in combat but in basically anything we put our mind towards. What room is there for discussion when the solution is always provided and at hand? This sort of omnicompetence leaves much less room for any companions or character interactions or problem solving beyond the trivial sort.
 
[X] Plan: To Might Alone...
[X] Plan: Unit 02


02's immediate combat power is incredibly, incredibly dumb.

As someone who wants us to take a strong foot forward into the boss fight, I do think that's important.

For reference, here's the difference between Agility and Dexterity.

Birdsie — 06/12/2022
Dexterity is about finer physical movements and tasks. It determines the accuracy and frequency of melee and ranged attacks, ability to land wounding attacks, ability to reload quickly, crafting skill, performing first aid, etc.
Agility is about your overall fitness, wholebody movement; running, jumping, ability to keep going while doing heavy labor or managing heavy strain, parkour, landing safely, maintaining your balance on a tightrope, etc.

Raising our Agility by 3 milestones in comparison to other plans puts Koji's fullbody movement at ~625 times faster compared to other plans, which is pretty dang solid to say the least, mostly because we've been dumping Agility until now, and that's before taking into account Blur of Speed IV.

I would go as far as to say that every plan should be taking advantage of Agility more. We've neglected it far too much, really. It's been sitting only a bit further than the first Milestone for ages.

Similarly, Reflexes gets a huge boost, both from being set to 200 from its current space (very roughly 25 times better), which means Koji can 100% take advantage of all of that speed in a fight. For reference, Reflexes is so specialized at what it does, that is, combat, that it's worth 2.5 times its stat points in Wits within its field.

There's also the fact that 02 is specifically designed to very rapidly recover from our current state of our Exhaustion, due to Vicissitude 200's effects, putting us a Milestone up on all stats, which is another five times.

It would not be an exaggeration to say that, if we were purely talking about immediate combat power, 02 is hundreds of times more dangerous in a fight, maybe even a thousand, than every other plan. This gap would be lowered by having those plans increase their Agility investment, haha.... (Turns out ignoring one half of the speed stat was a bad idea.)

That being said, the gap would still be like, 125 times. Making Agility equal to Dexterity which is then raised to 200 is no joke.

Anyways, my main hope with voting for 02 is that we use it to do super well in the Secret Boss fight and manage to reap its "extremely good" rewards. (And also get to see a cool fight scene, though it seems like with all of the leading plans, no matter what wins, that's gonna happen. Man, that's a great feeling.)

Birdsie — Today at 9:13 PM
After Vici 200, it'd be ~60%

Here's the level of side effects from using Unleash/Reveal with Vicissitude at 200, by the way.

It's a pretty solid decrease, to say the least, and in fact, in the domain of dealing with Dread, it's even better than Madman, which sits at 20-30%.

At 250, it spikes way higher, because Unleash has no effects on Koji while Reveal only has the effects of Unleash. I would say making the use of Dread a lot less corruptive as an option is pretty dang useful.

Though, in the immediate present, it means that we can use Resonate during the Boss fight, which is a qualitative increase in of itself due to MM.
 
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Following clarification from Birdsie that raising AGI to 100 (effective ~220+) would result in 'extreme power levels,' I've adjusted the baseline Might Alone to make that possible.
 
[X] Plan Neon Genesis
[X] Plan: Unit 02

[X] Plan: Prelude to Apocalypse

edit: Added Madman plan back. Noticed that Might Alone doesn't have Might of the Slayer natively.
 
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