Passive Effects
-Adds two three bonus die to all music based expression rolls
-Adds five bonus dice to all attempts to resist dispels on water and darkness techniques
-[Permanent] User receives no penalties for acting in low light or darkness
-User receives two three bonus die on defense against sound and music based techniques
-Expression is used as Mastery when using this art (does not receive the previous passive bonus when used this way)
-Instruments wielded by the user may be used to make sound based melee attacks at up to ten meters range. These attacks may be used in conjunction with appropriate arts without interrupting the melody. DV equals manipulation or expression, whichever is higher.
-An additional three qi may be spent to 'hold' the arts effect for one turn as if playing had continued. Cannot be used if art is interrupted by hostile action.
Mist of the Vale: oo ooo
Cost 5
The users melody causes a light mist to roll forth from their instrument. The mist is filled with deceptive shadows and sounds, and weakens the light within to low light. The mist spreads to cover a thirty sixty meter radius centered the user. An additional ten meters of radius may be added for two qi, up to a maximum radius of eighty one hundred twenty meters. All single target techniques targeted at the user or an included ally suffer a automatic three dice penalty. The user gains a two four die bonus at stealth attempts within the mist. The user may spend an additional one qi for each of up to three allies, and two each additional ally waive the negative effect on up to three allies, while paying two qi for each additional ally included. This technique persists as long as the user continues to play and up to four turns afterward, regardless of weather conditions.
--Diapason of the Lost Traveler
The mournful sound of the lost traveler is an integral part of the melody, no longer player separately. The user clashes with all enemies within the mist with a bonus of two three dice. On hit the targets perception rolls take a three die penalty, and attempts to leave the mist or move toward the user or an included ally result in the target doubling back unless a 4 6 success perception test is passed. Enemies within twenty meters of the user or an included ally do not need to make this check. Additionally the target suffers a four die penalty to defense while under this effect. Lasts for as long as the target remains within the mist. Counts as a two die effect for the purpose of dispels.
Dissonance in the Night Dissonance of Night's Terror: oo ooo
Cost 4 6
Instant(If used the same turn as Mist of the Vale)
May only be used within Mist of the Vale. The users music grows low and eerie, punctuated by high, sharp notes, while the mists darken with indistinct and predatory shapes. Enemies within the mist suffer from immaterial attacks of claw and fang phantasmal nightmares every turn. These attacks are DV 1 4 melee attacks, made with a two die bonus. On hit, targets suffer a two three die penalty to their defense dice pools. This penalty stacks up to three times. In addition, on damage targets suffer one additional bleed damage the following turn.
This effect activates immediately after the users turn after the users turn when activated, and immediately before in all proceeding turns.
Starlight Elegy: ooo
Cost 7
The mournful and despairing tune saps the energy of those not insulated from the mist, making their limbs heavy and their thoughts clouded. The user clashes with all enemies in the mist with a bonus of two dice. On hit, targets suffer a two three die penalty on all clashes, and lose three qi per turn spent in the mist. Affected targets must make a two four success resolve test in order to act on their first turn after being affected or lose their active action the first turn after being affected. This effect persists until a target leaves the mist.
--Despair of the Lost
Alternatively, the power of the Elegy may be focused on a single target, drowning them in the endless mist, leaving them to wander as if alone and far from from home. When used in this manner, the clash receives a three die bonus. On hit, the target receives the normal effects of the starlight Elegy. In addition, the user makes a stealth test roll. The target and their allies must surpass the users stealth in order to perceive one another, which they may attempt each turn. While under this affect, allies cannot target or affect the victim deliberately, nor may the victim target them, although passive effects still reach them if in range. The victim also suffers a three die penalty to all offensive clashes while under this effect.