So leopard and hyena are both probably going to be wiped out and/or subjugated, in a way that temporarily weakens Dog and Pangolin. And we didn't really have time to interfere. And Kei and Hazou are on opposite ends of this issue. And while we didn't like Pangolin overall, it is useful to Kei's personal power.

I honestly don't know that we do anything? If Kei and Hazou stay out of it, that about cancels out? Though it seems like dog utilizes us better, and Kei will have to do some stuff to stay in sufficiently good graces, so it more skews towards Pangolins.

...I doubt they'd go for it, but what if Hyena declared themselves part of Dog? Like a reverse break-off of what leopard did. Hyena still fundamentally loses some of who they are, but less than under Pangolin rule, and Cannai would get a huge power bump from territory expansion? Though I could see other groups being nervous at that level of control of territory.
 
Batching responses into themes...

I think interesting and dangerous areas will have interesting and dangerous stuff to poke at, some portion of which might be "loot" (by virtue of some property intrinsic to the region, or by virtue of some other mid-to-high level schmuck dying in the region, etc.).
If we thoroughly explored some high-chakra high-danger adventure location and didn't find anything interesting, no cool chakra beasts or plants or mysterious phenomena or leads for further research, then I would be disappointed.
And again to be clear rewards beyond unstagnating don't HAVE to be literal loot. Actionable intel/lore, reputation progress with e.g. 7th Path clans or something, or achieving other useful goals like diverting Akatsuki attention or whatever is narratively applicable at that time are useful too and plot relevant/compelling, and plot hooks in those directions will be fruitful, I'd think. "Pro Forma" adventures with no benefit besides unstagnating - that EJ himself said he didn't prefer - are not going to encourage further adventures/plans the QMs claim to desire.
I wasn't actually considering "loot" in my original post. I agree that other stuff like interesting beasts, random shit dropped by other dead ninja, intel/lore, and general narrative progress are generally good (for the "loot from other dead ninja", I do wish we'd ever get through the backlog of seals owed to the players so we could design new stuff to just occasionally be on enemies' bodies and the like) .

Relatedly:
I think it has been all but stated outright that some of the more obscure and dangerous locations (that we have a subset of) probably contain lore and/or treasure and/or secrets of the setting. The CSI maze for instance.
CSI seems like a particularly good example here where a trustworthy source who would never lie to you has told you that you can find valuable lore there.

I think it has been implied to a moderate yet infrequent degree that some of the strange bullshit-powerups we see several Essies walking around with are the result of striking metaphorical gold somewhere like this.
What I've gathered over the years is that raiding these high chakra locations can give you access to "shinies" that are otherwise impossible to get. The sannin did it, Itachi did it, and we are trying to emulate their success. It is not always a literal object, but it sometimes was (Itachi's mirror and soul-sealing gourd-sword). The fact that the QMs don't hold this opinion seems strange to me since that has been hinted at or outright stated for years.
...kind of, yeah? Like, as someone who does just enjoy adventure in and of itself, when I'm trying to persuade other voters to support it... why bother doing it if there's no reward or boon to our current objective? There's in-universe justification for literal loot in the cases of these dungeons - supposedly this is what made the sannin big and strong, and not everyone does it because it's dangerous and kills even jonin. Or it can have other things besides loot, like lore and actionable intel (perhaps locations of additional dungeons for example) rather than some power up.
I think apart from the Sannin/Itachi, other S-rankers haven't been implied to have gotten broken-juice from magic dungeons. In fact, the first of @ProperAttorney's quotes is maybe even argument against, i.e. that this route has been tried and proven unsuccessful. Apart from the deadliness of such adventures (which, aside, I don't think was present in this one), there are other reasons why such dungeon delving for literal magic items might have been unsuccessful for imitators, for instance that the loot might have just already been taken.

but looking at the actually chakra numbers it doesn't allow you to do much more than fight 1-2 additional rounds.
As a player, my approach to 'strength of boon x' in this case was to more or less weigh "what does this enable us to do that we couldn't before? Who can we defeat that we couldn't before?" and at least for us specifically, I don't think it really changes that.
Furthermore, it doesn't really enable us to do anything we couldn't do before, we cannot win conficts even a half-rank up from where we were with it
Is there any amount of chakra-efficiency gain that would actually make this happen? The team isn't chakra constrained in fights (except the chakravore fight which was different for obvious reasons).

and a slight bonus to FOOM for a few weeks was not what we had in mind when we sunk a month of time into this IC.
It's nitpicking, but I think it's worth avoiding undue catastrophizing. The duration of clearing the caves was 10 days: September 20-29 on the timeline.
 
Is there any amount of chakra-efficiency gain that would actually make this happen? The team isn't chakra constrained in fights (except the chakravore fight which was different for obvious reasons).
Yes, @Shrooms was proposing crazy stuff like 67% reduction in cost. That would allow us to cast/hack jutsu that are otherwise too chakra intensive for regular ninja to cast. We've even heard of them in the context of Kisame, so called "Jinchuuriki Ninjutsu"

Sufficient cost reduction would allow us to no longer timeladder up rune infusions on Prime, which with our increasing PS skill is starting to become an issue.

In addition, if the cave affected SCs, even 25% efficiency gains would be sufficient to allow us to FOOM at Resolve-limited levels.

[1315 - 207 (SC + 5 Clones)]/60 = ~18

Hazou could run 18 blocks of FOOM. That's enough for us to run 15 blocks during prep days.

I'd have been happy with either of the those.

t's nitpicking, but I think it's worth avoiding undue catastrophizing. The duration of clearing the caves was 10 days: September 20-29 on the timeline.
IIRC we spent 5 additional days traveling to the cave, and finding the cave. You could argue that we would have spent ~3 days traveling either way. So fine, 12 days wasted. Still, when people are putting themselves on a 90 day timer, ~15% of that is significant.
 
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Okay, so I've made an alternate buildpath for Noburi, assuming that Hoz. Mantle 29 is enough to fully negate the malus from the ninjutsu. Which is how the ninjutsu reads, at present. There are reasons to expect this to remain the same, and there are also reasons to expect this functionality to be pushed back to level 30.

But this build assumes that we get to keep the Hoz. Mantle 29 strat.

The TL;DR is that we'll need to raise an existing 10-stat into a level 30-slot for pyramid reasons. Which is a little bit more XP than we'd be spending otherwise, but this XP cost isn't that bad --especially if we take advantage of Water Element's halfcost feature. And if we use a combat ninjutsu (such as Surging Seas), then Elemental Apprentice will boost it further.

Alternate Prospective Noburi Build
(Hoz. 29)

Okay, so since Tsunade raised Noburi's medical stats into the 60s, this is build plan is going to need some reshuffling.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolve
20EmpathySubstitutionHoz. MantleRapportDeceit
10StealthIntimidationPresenceWater CloneA.U.B. BombSurging SeasHiding in Mist

Okay, since Tsunade took over Noburi's training, he wasn't able to learn the Elemental Apprentice Stunt for Water. We should hop on that, especially since it's only, like, 25xp.

Now, there's been some talk about raising Noburi's Water Dragon Bullet to 40 for the combat power, or raising Physique to 40 to try and unlock Sage Mode. There's also going to be a push to raise Noburi's Resolve to 40 so he can maximally benefit from FOOM... but, whatever wins out, we're going to need to build pyramid supports for that.

That said, we also kinda want to get Hoz Mantle 29 ASAP, to get rid of the debuff from Noburi's main combat buff. So we'll raise SC to 20, but then delay SC 30 until after he raises HM to 29.

This is a neat compromise between Noburi's desire to have FOOM, but also maintain his combat viability.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolve
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombSurging SeasHiding in Mist

And now we raise Hoz Mantle to 29, thus getting rid of that nasty debuff. It doesn't take up a 30-slot, so the pyramid won't change, but it's still important to account for the XP.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolve
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombSurging SeasHiding in Mist

And now we need another 30-stat to make room for another 40-slot. I vote that we raise one of Noburi's 10-stats to that level. Specifically, Surging Seas is a pretty solid ninjutsu, and the forced movement mechanic is really quite nice. If the roll succeeds, we could push enemies into skyslicers, or other such traps.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolveSurging Seas
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist

And from there, we run into the "which 30-stat should be Noburi's next 40?" Physique would give Noburi another Physical Stress Box (and make progress towards possibly unlocking Sage Mode, if we ever get back in the Toad Sage's good grces), but Water Dragon Bullet at level 40 means that (with Noburi's shiny new Elemental Apprentice Stunt) it can be cast at an effective level 50. Further, it's halfcost under Water Whip 50.

Water Dragon Bullet is a hecking broken ninjutsu, so I vote we raise it to 40.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakraW.D. Bullet
30PhysiqueSyrup TrapResolveSurging Seas
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist

And from here, we raise Athletics to 50 for dodging power.

60MedknowMednin
50Water WhipVamp DewAthletics
40AlertnessChakraW.D. Bullet
30PhysiqueSyrup TrapResolveSurging Seas
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist

And now we can raise SC to 30.

60MedknowMednin
50Water WhipVamp DewAthletics
40AlertnessChakraW.D. Bullet
30PhysiqueSyrup TrapResolveSurging SeasShadow Clone
20EmpathySubstitutionHoz. MantleRapportDeceit
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist
 
Okay, so I've made an alternate buildpath for Noburi, assuming that Hoz. Mantle 29 is enough to fully negate the malus from the ninjutsu. Which is how the ninjutsu reads, at present. There are reasons to expect this to remain the same, and there are also reasons to expect this functionality to be pushed back to level 30.

But this build assumes that we get to keep the Hoz. Mantle 29 strat.

The TL;DR is that we'll need to raise an existing 10-stat into a level 30-slot for pyramid reasons. Which is a little bit more XP than we'd be spending otherwise, but this XP cost isn't that bad --especially if we take advantage of Water Element's halfcost feature. And if we use a combat ninjutsu (such as Surging Seas), then Elemental Apprentice will boost it further.

Alternate Prospective Noburi Build
(Hoz. 29)

Okay, so since Tsunade raised Noburi's medical stats into the 60s, this is build plan is going to need some reshuffling.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolve
20EmpathySubstitutionHoz. MantleRapportDeceit
10StealthIntimidationPresenceWater CloneA.U.B. BombSurging SeasHiding in Mist

Okay, since Tsunade took over Noburi's training, he wasn't able to learn the Elemental Apprentice Stunt for Water. We should hop on that, especially since it's only, like, 25xp.

Now, there's been some talk about raising Noburi's Water Dragon Bullet to 40 for the combat power, or raising Physique to 40 to try and unlock Sage Mode. There's also going to be a push to raise Noburi's Resolve to 40 so he can maximally benefit from FOOM... but, whatever wins out, we're going to need to build pyramid supports for that.

That said, we also kinda want to get Hoz Mantle 29 ASAP, to get rid of the debuff from Noburi's main combat buff. So we'll raise SC to 20, but then delay SC 30 until after he raises HM to 29.

This is a neat compromise between Noburi's desire to have FOOM, but also maintain his combat viability.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolve
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombSurging SeasHiding in Mist

And now we raise Hoz Mantle to 29, thus getting rid of that nasty debuff. It doesn't take up a 30-slot, so the pyramid won't change, but it's still important to account for the XP.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolve
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombSurging SeasHiding in Mist

And now we need another 30-stat to make room for another 40-slot. I vote that we raise one of Noburi's 10-stats to that level. Specifically, Surging Seas is a pretty solid ninjutsu, and the forced movement mechanic is really quite nice. If the roll succeeds, we could push enemies into skyslicers, or other such traps.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakra
30PhysiqueSyrup TrapW.D. BulletResolveSurging Seas
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist

And from there, we run into the "which 30-stat should be Noburi's next 40?" Physique would give Noburi another Physical Stress Box (and make progress towards possibly unlocking Sage Mode, if we ever get back in the Toad Sage's good grces), but Water Dragon Bullet at level 40 means that (with Noburi's shiny new Elemental Apprentice Stunt) it can be cast at an effective level 50. Further, it's halfcost under Water Whip 50.

Water Dragon Bullet is a hecking broken ninjutsu, so I vote we raise it to 40.

60MedknowMednin
50Water WhipVamp Dew
40AlertnessAthleticsChakraW.D. Bullet
30PhysiqueSyrup TrapResolveSurging Seas
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist

And from here, we raise Athletics to 50 for dodging power.

60MedknowMednin
50Water WhipVamp DewAthletics
40AlertnessChakraW.D. Bullet
30PhysiqueSyrup TrapResolveSurging Seas
20EmpathySubstitutionHoz. MantleRapportDeceitShadow Clone
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist

And now we can raise SC to 30.

60MedknowMednin
50Water WhipVamp DewAthletics
40AlertnessChakraW.D. Bullet
30PhysiqueSyrup TrapResolveSurging SeasShadow Clone
20EmpathySubstitutionHoz. MantleRapportDeceit
10StealthIntimidationPresenceWater CloneA.U.B. BombHiding in Mist
I think this is misaimed. We should raise HM to 29 immediately and then raise SC to 20, then raise HM to 30. That's combat optimal. HM is a good jutsu and we plan to keep using it for the foreseeable future.
 
How long until he qualifies for the Elemental Journeyman stunt? Could a similar set of synergy stunts exist for Medknow / Mednin / Vampiric Dew?
 
I think this is misaimed. We should raise HM to 29 immediately and then raise SC to 20, then raise HM to 30. That's combat optimal. HM is a good jutsu and we plan to keep using it for the foreseeable future.

So...
  • Hoz Mantle 20 -> 29
  • SC 0 -> 20
  • Hoz Mantle 29 -> 30
  • WDB/Physique 30 -> 40
  • Athletics 40-> 50
  • SC 20 -> 30
Eh, I'm okay with that. It's a minor variation of the first plan, but the broad strokes are all the same, with regard to ABs.
 
I think apart from the Sannin/Itachi, other S-rankers haven't been implied to have gotten broken-juice from magic dungeons. In fact, the first of @ProperAttorney's quotes is maybe even argument against, i.e. that this route has been tried and proven unsuccessful. Apart from the deadliness of such adventures (which, aside, I don't think was present in this one), there are other reasons why such dungeon delving for literal magic items might have been unsuccessful for imitators, for instance that the loot might have just already been taken.
I think the implication here is that shit's hard. Joe Jonin can't just dungeon delve a dozen times and come out of it and Essie, you need to already have some good stuff going for you. Regarding the magic items already being taken, well, it seems like the vast majority of people who try this just die, so they won't be taking anything out.
 
How long until he qualifies for the Elemental Journeyman stunt? Could a similar set of synergy stunts exist for Medknow / Mednin / Vampiric Dew?
Quite a while, honestly. The prerequisites are that he needs 3 water ninjutsu at or above level 40. And even at the end of our projected build plan, he'll only have Water Whip (level 50) and Water Dragon Bullet (level 40). And even then, there's a good case for his next 40-stat after W.D. Bullet to either be Physique (for the extra HP) or Resolve (for the extra Mental HP and for the increased FOOM Modifier).

As for the synergetic Stunts? I suppose it's possible, yeah, but given how much the QMs have on the backburner (all the seals from Leaf that we've bought-in-story but don't have in-hand, for but one example) I doubt that we'd actually get any.
 
[] Sealing SOP: Runemaster
  • General ideas
    • This SOP can be overridden by an action plan, however, this requires the plan-writer to specifically write that they disregard it. By default, this should trump action plans.
      • This is for instances where the players vote in something with imperfect knowledge about the difficulty.
      • Hazoupilot should be considered here, if he thinks something is mildly risky but he has FP for rerolls etc. then he should be willing to accept a minimal amount of risk.
      • If he ever feels like something is very dangerous he should abort research, this overrides even statements disregarding this SOP, the action plan should be ended and the players given the choice of continuing with that course of research.
    • Do not work on projects that Hazou thinks have significant danger of failing (fails on a fully prepped roll for infusion or ES/Calligraphy at a -6) with fewer than 3 FP, if possible, buy up to 3 and continue, if insufficient XP exists, pivot to an easier project.
    • Do not dual track projects that will fail on a -3 with full prep. One at a time at the most
    • If Hazou thinks the project will fail on a -3 with full prep, do not research at all.
    • At the beginning of all cycles, Hazou should buy up to 2 FP if he's dual tracking, and 1 FP if he's single tracking.
    • Reroll projects for safety only at <4 FP. At >=4 FP reroll difficult projects for progress and safety. Off tracks should be rerolled for safety only to preserve FP.
    • Always prep at least one day before infusing to get a general sense of difficulty. Do not ever roll on a rune or seal without prepping one day first.
      • If a rune was prepped before Hazou had access to the Trivial/Easy/Medium/Hard benchmarks, prep one day first.
    • If we are dual-tracking projects, make an effort align the prep requirements so that we can minimize cycle length. However, note that Hazou can ignore one DoB inflicted Consequence, so if prep days do not align for whatever reason (mostly for researching a rune and a seal at the same time), extending the length of one of the cycles is preferred to abandoning the project.
      • If Hazou pivots to researching an easier version of one of the seal/runes after the first version of the idea is too difficult, extend the cycle rather than dropping prep on the first cycle.
  • For Seals, on the first roll for research,
    • If Trivial/Genin - can be rolled with no-prep and no-DoB
    • If Chunin - can be rolled with full-prep and no-DoB, or no-prep and yes-DoB, or IFF we have research notes or lots of veterancy, >2 days-prep and no-DoB.
    • If Jounin - can be rolled with full-prep and yes-DoB, reroll agressively. If we have research notes/significant veterancy, reroll normally.
    • If Jiraiya - can be rolled with full-prep and yes-DoB IFF we have research notes, reroll agressively
    • If the prep requirements can't be met, abort the cycle and research something easier.
    • After the first roll, drop or add prep days as Hazoupilot gets comfortable with the infusion rolls. Be conservative here. If he feels he came close to failure, add prep, if that's not possible, don't continue. If he feels it was easy, drop prep days instead.
  • For Runes, on the first roll for research
    • If Trivial - can be rolled with no-prep and no-DoB
    • If Easy- can be rolled with no-prep and yes-DoB, but rolling with some prep is preferred
    • If Medium - can be rolled with full-prep and yes-DoB
    • If Hard - can be rolled with full-prep and yes-DoB, IFF we have related veterancy in the discipline reroll agressively and consider using Invokes
      • It is generally better to pivot to a less difficult version of the rune and research that for veterancy first, as what Hazou did with TR150s.
    • If the prep requirements can't be met, abort the cycle and research something easier.
    • After the first roll, drop or add prep days as Hazoupilot gets comfortable with the infusion rolls. Be conservative here. If he feels he came close to failure, add prep, if that's not possible, don't continue. If he feels it was easy, drop prep days instead.
 
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[] Action Plan: The Long Haul
Word Count: <299
Intended Duration: 2(?) subjective months (43 days solar)
  • Sanity check with team
  • Leave the grotto, travel west, around Bear and camp on the far side.
  • Set up a research base
    • Place a TR140 far underground wrapped with Extra Long Fuse explosives, so that only the top ~25-30m is accessible from the surface. Build the base on that, disguised with SCSA and SSSA.
      • Defended by Kagome's trap array.
      • Send out Yuno SCs to scout any nearby chakra beast nests.
      • After ~1 subjective month. Displace a few hundred miles -- keeping Bear between Uplift and the EN
        • Raise the with ES earth to cover the AoE of the TR140 so that it looks natural
  • Research
    • As XP becomes available do the following:
      • PS -> 31
      • Mednin 0 -> 10
      • Sealing -> 54 (spend 40 Notes XP)
      • PS -> 32
    • Dual track runes, follow the SOP
    • First finish Force Domes, and Iron Earth. Then as projects finish, swap out
      • Storm Runes
      • Air Leadening
      • Ninja-radar
      • Telescope
      • Sunbeam
      • Poke-spacer
      • Remote Explosive
      • Runic JADLs
    • Prep day all listed projects while Force Domes and Iron Earth are finishing. Do the Easy/Trivial ones first (with a Medium one thrown in if necessary to match cycle length while Force Domes is finishing.
    • FOOM maximally with the team's spare chakra.
      • Follow the chakra budget.
      • Read notes/scribe seals in rest time
      • Once the pool chakra is exhausted. Study Mednin with Noburi until it can be bought to 10
  • Kagome
    • Research Banshee Fuckers
    • If time remains, prep longer-duration skywalkers and work on those
  • Noburi
    • Continue to research SC interactions with your bloodline, and teach Hazou Mednin.
 
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[] Action Plan: Seance Time!
Word Count: <399 (316)
Intended Duration: 6 (4) days
  • Research
    • Continue Force Domes, begin Iron Earth Runes
    • Additionally research ELF Explosives
      • Do a prep day on the Great Seal
  • Talk to Kei, Snowflake, and Kagome. Outline the problem of Hidan.
    • Jashin's probability-manipulation has been corroborated by Orochimaru, Kamehameha, and empirical evidence. According to Orochimaru, Hidan leverages it for tracking.
    • Based on your calculations, taking a conservative view of Hidan's capabilities, he can find us across hundreds of miles. Realistically, he can "refuel" his "budgets", using sacrifices. If Jashin is guiding him, tracking us is just a matter of time.
    • If Jashin is guiding him. Kei confirmed that in Bakuchioka, a probability-manipulating entity skewed luck in Hazou's favour. The outcome of Hazou's fight with Daizen likewise seems unnatural.
    • Whether this was Jashin or, per Kamehameha, a different entity, doesn't matter. There's a probability-manipulating entity willing to counteract Hidan's probability-manipulation for Hazou.
    • You suggest communing with it, and negotiating keeping Akatsuki away, in exchange for a favour. The entity seems at least partly aligned with Hazou. Doubtlessly there are places where its values just weird, not monstrous.
    • This isan insane idea. That's why you're looping in Kei and Kagome.
      • Hazou has some experience managing Out-possession.
      • Kei had hinted she knows methods to "interface with inimical entities" in relative safely.
      • Kagome has built an entire paradigm around managing the Out.
  • Conduct the ritual.
    • Draw on the seance. Do it while having a DoB consequence; have Jashin's symbol nearby.
    • Employ whatever other optimizations Kei, Snowflake, and Kagome suggest.
    • Ensure there's a way for the entity to communicate what it wants using probability-manipulation. A spirit board; a parchment with a precarious ink bottle; dice being rolled.
    • Opening offers:
      • Maximizing the future flow of souls across Paths (Washerman). (Say, by popularizing recreational cross-Path travel.)
      • Locking-in a constantly changing world (Unkind One). (Say, by having it oscillate between different, but equally utopian, states.)
___________________
This is a version of @Noumero 's Seance Plan that I have (almost) cut down below 299 words (17 left). Just throwing it up there for next cycle since Yuno will likely be healed and we can stop sticking around the grotto after this.
 
Huh, interesting.

Yeah, I feel like Skysliders (if we could get them working) would be a good play here folks. That scribing time is far too steep of a ratio for us to be able to deal with that.
Does Hazō have the skills to make a functional Skyslider? Or anyone else in our party?
 
[] Action Plan: The Long Haul
Word Count: <299
Intended Duration: 2(?) subjective months (43 days solar)
  • Sanity check with team
  • Leave the grotto, travel west, around Bear and camp on the far side.
  • Set up a research base
    • Place a TR140 far underground wrapped with Extra Long Fuse explosives, so that only the top ~25-30m is accessible from the surface. Build the base on that, disguised with SCSA and SSSA.
      • Defended by Kagome's trap array.
      • Send out Yuno SCs to scout any nearby chakra beast nests.
      • After ~1 subjective month. Displace a few hundred miles -- keeping Bear between Uplift and the EN
        • Raise the with ES earth to cover the AoE of the TR140 so that it looks natural
  • Research
    • As XP becomes available do the following:
      • PS -> 31
      • Mednin 0 -> 10
      • Sealing -> 54 (spend 40 Notes XP)
      • PS -> 32
    • Dual track runes, follow the SOP
    • First finish Force Domes, and Iron Earth. Then as projects finish, swap out
      • Storm Runes
      • Air Leadening
      • Ninja-radar
      • Telescope
      • Sunbeam
      • Poke-spacer
      • Remote Explosive
      • Runic JADLs
    • Prep day all listed projects while Force Domes and Iron Earth are finishing. Do the Easy/Trivial ones first (with a Medium one thrown in if necessary to match cycle length while Force Domes is finishing.
    • FOOM maximally with the team's spare chakra.
      • Follow the chakra budget.
      • Read notes/scribe seals in rest time
      • Once the pool chakra is exhausted. Study Mednin with Noburi until it can be bought to 10
  • Kagome
    • Research Banshee Fuckers
    • If time remains, prep longer-duration skywalkers and work on those
  • Noburi
    • Continue to research SC interactions with your bloodline, and teach Hazou Mednin.

For a lighthouse plan it looks pretty good. 587xp to be spent (not counting notes), but between FOOM and 60 subjective months at a <300 plan, looks to be a decent amount.

Only things I worry about are assessing a Chakra Pool Rune once we get to med nin 10, and how much of our time left will be spent traveling. Not that those don't have reasonable trade-offs, just wanted to raise them. Though, on reflection, I don't know how optimistic I am that we can reproduce that rune at mednin 10 (or how crossover skills count for TNs).
 
For a lighthouse plan it looks pretty good. 587xp to be spent (not counting notes), but between FOOM and 60 subjective months at a <300 plan, looks to be a decent amount.

Only things I worry about are assessing a Chakra Pool Rune once we get to med nin 10, and how much of our time left will be spent traveling. Not that those don't have reasonable trade-offs, just wanted to raise them. Though, on reflection, I don't know how optimistic I am that we can reproduce that rune at mednin 10 (or how crossover skills count for TNs).
Hmmm we have 200+ XP banked, looks like the last training plan wasn't implemented.

[] Training Plan Hazou: PS Step
Primordial Sealing 23 -> 27
Spend 204 XP, save 20 XP

With that spent, I think we're 200ish XP away from PS 31. So buying mednin then makes sense. Also assuming a 0.7x FOOM multiplier and 60 days at 3.5 XP/day we should have enough to buy up to PS 31 and then mednin. Note that brevity is capped at 10XP for this plan, but Paper has said they'd give us 1 FP for every 10 days past the brevity cap.

So it makes sense to revisit chakra water runes at the end of the update. Will include.
 
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