Forge of Destiny(Xianxia Quest)

[X] It's time to finish this, one way or the other, infiltrate Yan Renshu's base and break the back of his operation for good.
-[X] Invite Meizhen along

Meizhen has put in more legwork into bringing down Renshu then we have, so it only seems appropriate to bring her along. Renxiang and company probably shouldn't be stomping on other cultivators at the moment; that seems like unwarranted escalation when we've already got two Third Realms kicking the doors in.
 
I also hope Sixiang can teach Ling Qi to be less of a gloomy girl, haha.
What's wrong with being gloomy? Why does everything need to be cheery? It's not like gloominess is unhappiness.
If we succeed in sticking a funnel into QiMom's mouth and pouring pills into her until she awakens, are we able to teach her any of the arts we know? Could we teach her Eight Phase Ceremony and start making a moon cultivating family?
EPC in particular needs Yellow, so Ling Qi will need to find a cultivation art for Red that her mother/sister would be allowed to learn, if she wants to establish a 'family' art. Ling Qi's almost at the point where she'll be making her own stuff anyway, and it makes sense that making lower realm stuff could be needed practice before beginning to produce anything at a higher realm.
 
But yeah, it's a significant commitment, though not one that actually need sacrifices in art levels. It also more or less assure Domain 1 if we go for it.

I like the idea of trying mainly because I'm not opposed to burning an extra action (with 50% wastage) to fix it the last week if things go poorly, I like having a good reason to keep seeing Zeqing, and the domain training calms my nerves.
 
The actual problem here is, Yan Renshu may be covered by the peace from Sun's formal surrender.
He shouldn't be.

Sun Liling publicly denounced him after the book thing got called out.

She has no formal affiliation with Yan Renshu, and thus any agreements Sun Liling made with CRX don't apply to him. Off the books they were aligned, sure, and Sun Liling made no attempts to hide that fact.

But political fictions are named such for a reason.
 
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.
FVM six, everyone. I don't have time to deconstruct the diffs point by point, but this should make them visible enough to be seen easily.
 
AE is a gift from the Grinning Moon to Ling Qi explicitly given the moon quest. So I would oppose any attempt to return it.
People make wayyyy too much out of that. It wasn't something that she specifically created. It was just a useful thieving opportunity that arose. We gained lots of stuff from that quest: massive income that still benefits us, a major strategic blow against an enemy, awesome drugs...

AE was arguably the least valuable of our gains by a long way, and I see no reason to be attached to it.

Returning it could, frankly, be more useful to us than continuing to spend time on it. It's Renshu's core art, and the need to recover it so he can progress is arguably one of the biggest reasons he has to not give up coming after us.
 
People make wayyyy too much out of that. It wasn't something that she specifically created. It was just a useful thieving opportunity that arose. We gained lots of stuff from that quest: massive income that still benefits us, a major strategic blow against an enemy, awesome drugs...

AE was arguably the least valuable of our gains by a long way, and I see no reason to be attached to it.

Returning it could, frankly, be more useful to us than continuing to spend time on it. It's Renshu's core art, and the need to recover it so he can progress is arguably one of the biggest reasons he has to not give up coming after us.
And if he doesnt get it back then suddenly he loses his ability to gain traction and advance as a real threat.

He'd have to rely on substandard arts, or spend an inordinate amount of time obtaining a comparable one. Probably not even one that meshes properly with his fighting style.

We give him the Art back, sure...

But all that accomplishes is giving him the art back. Yan Renshu pretty clearly doesn't give a shit about honor or reciprocity. That doesn't erase the setbacks he suffered at Ling Qi's hands.

This just sounds like you're trying to push an excuse to offload Abyssal Exhalation because you don't like the art rather than legitimately trying to solve the Yan Renshu problem.
 
Seriously though. For everyone who wants to leave things be, this is the best way to do that. We have the jade slip containing his core art. If someone had our moon slip, would we stop at anything to get it back?

If we want to move on, we have to genuinely try here. Not just go "whatever" and ignore him.

Besides, think about it: is not the idea of us going "you know what? I don't really like this art anyway. I'mma give it back because I'm a nice person" the most Ling Qi thing ever? Imagine Meizhen's face if she found out about it!

[x] Let it go. Remain on guard, but leave it be
-[x] return his jade slip as a peace offering
 
Seriously though. For everyone who wants to leave things be, this is the best way to do that. We have the jade slip containing his core art. If someone had our moon slip, would we stop at anything to get it back?
I'm pretty sure his beef with Ling Qi is bigger than just 'that darn smug Ling Qi done up 'n stole muh Art!'

Like, it doesn't really...have anything to do with that. It's just one of many injuries Ling Qi has dealt him both directly and indirectly through Meizhen's retaliation. A single peace offering of giving him the Art slip back "after we're done with it" is basically a joke. An insult.

If a peace offering is what you really want, you should add a few GSS to that write-in of yours, Erebeal.

Everything else just reeks of bad faith.
 
To be honest.

It strikes me that he considers the AE slip much less important than the book.

If he actually critically needed it, he'd do what we do and hide it in his actual home base. Not a shelf halfway through his lab.

I suspect he's already learned it as far as he can go. The massive rage seems chiefly based on the public revelation of his book scam, and destruction of the few contracts he actually wanted to hold. Given how deep his pockets are, he'd have probably written the rest off as the cost of doing business and sticking his head out if it wasn't for that.
 
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So, I was thinking. We were all excited about AE's new AoE qi drain tech last turn... And then we level up FSS and WEC basically renders it redundant.

So as a crazy idea, why don't we give Renshu his jade slip back as a peace offering?

If we want AE4 for the tournament we should still be able to get that from our existing studies (see how training AS works). Long term, I don't really have any interest in making AE part of Ling Qi's style. It's ugly. It's earth. The attacks are honestly kind of redundant with our other arts that fit us better. And if we really want a summon art then we can get one next year that fits us better and is actually focused on summoning (and will thus have better minions).

[] Let it go. Remain on guard, but leave it bbe
-[] return his jade slip as a peace offering

Crazy? Or crazy enough that it could just work?
Beside it being a moon quest thing, so I am wary of returning it, AE new tech does seem very alike FSS's one. Obviously I wouldn't say one is strictly better than the other in vaccum considering AE3 is still late yellow, but it's really hard to see any scenario where we would need both rather than one or the other.... and ultimately FSS is music and has the dice, while AE does not and necessitate non-instant set ups.

I still want to make AE work, and AE should go to Green 5 while FSS to Green 3, so there is something to be said for continuing it and then turning it into music.

Still, I like your idea and it makes me think.

Also, @Erebeal, it seems we have only 5 weeks left, making FVM7 a more costly achievement (though still doable without losing anything if we do closed door).

I have put the combat specs page up to date. If anyone sees a mistake, please poke. Lunatic Whirl dice is a bit low because FVM applies to music expression rolls, not all expression rolls. We also don't have our usual specialities there.
 
So as a crazy idea, why don't we give Renshu his jade slip back as a peace offering?

This isn't how loot pinata work. We beat them and they give loot. We don't give them loot, that's the complete opposite of how it's supposed to work.

[X] Take the matter of Yan Renshu to Cai Renxiang.

We need YR loot to pay for our talisman. 1nd as we are Cai minion, fucking with another noble is something we need her authorisation for.
 
I'm pretty sure his beef with Ling Qi is bigger than just 'that darn smug Ling Qi done up 'n stole muh Art!'

Like, it doesn't really...have anything to do with that. It's just one of many injuries Ling Qi has dealt him both directly and indirectly through Meizhen's retaliation. A single peace offering of giving him the Art slip back "after we're done with it" is basically a joke. An insult.

If a peace offering is what you really want, you should add a few GSS to that write-in of yours, Erebeal.

Everything else just reeks of bad faith.
Oh, I agree. What it does do though is reduce the incentives for him to come after us. That matters if we're wanting to move on.
I suspect he's already learned it as far as he can go.
Have you seen how many levels it has? He's going to want it back.
Don't encourage him, he probably will throw in a handful of GSS if you do.
Why would I do that? We need those.

I would not say the same for AE.
 
[X] It's time to finish this, one way or the other, infiltrate Yan Renshu's base and break the back of his operation for good.
-[X] Invite Meizhen along
 
Oh, I agree. What it does do though is reduce the incentives for him to come after us. That matters if we're wanting to move on.
Yeah but then it doesn't actually do what you're advertising.

It has no reason to.

Like, sure, it makes some of us feel better about how we're morally superior and whatnot (and the idea of that level of proclaiming one's own better morality like a signal physically sickens me) but it doesn't actually accomplish anything at a time where we're kind of scraping around for any advantage we can find.

So no.

If we should have to choose between appeasing an unapologetic bully, and punching them into irrelevance while also stealing their lunch money, then I'm going to go for the latter because we need the money and the safety net punching Yan Renshu and looting him blind grants us for the Tournament.
 
He shouldn't be.

Sun Liling publicly denounced him after the book thing got called out.

She has no formal affiliation with Yan Renshu, and thus any agreements Sun Liling made with CRX don't apply to him. Off the books they were aligned, sure, and Sun Liling made no attempts to hide that fact.

But political fictions are named such for a reason.

Maybe so. But would Ling Qi be sufficient politically savvy to realize that?
 
Well, I particularly like AE, and while I can see specific instances where AE's Black Earth Voraciousness would be more valuable than FSS's Winter Eternal Cadenza I have a feeling that arguing the point would be... pointless. The people who like AE will like AE and the people who don't like it won't like it and I doubt anything will convince otherwise. While I feel slightly miffed that Winter Eternal Cadenza has the qi gain thing there are specific aspects of Black Earth Voraciousness that make it better as a finisher than Winter Eternal Cadenza.

The other aspects of AE are not redundant, or no more redundant than having a cohesive strategy with multiple layers and the ability to take advantage of that strategy, and so I don't feel a particular need to go over that.

However, it is time... time to extoll the virtues of FVM and the new inherent synergy that our build has created!

Mist of the Vale: 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 sixty meter radius centered the user. An additional ten meters of radius may be added for two qi, up to a maximum radius of 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 four die bonus at stealth attempts within the mist. The user may 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 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 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 of Night's Terror: ooo
Cost 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 phantasmal nightmares every turn. These attacks are DV 4 melee attacks, made with a two die bonus. On hit, targets suffer a 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 when activated, and immediately before in all proceeding turns.

Now, for reference, I only quoted part of FVM, the parts that I will be talking about. Specifically Mist of the Vale and Diapason of the Lost Traveler along with Dissonance of Night's Terror.

First up, Dissonance of Night's Terror. Nothing new here, other than we get an effective +3 to any of our attacks the turn after we engage Dissonance. The switch on turns 2+ to attacking before we attack grants the multi-attacker bonus to us rather than the other way around, AC means that the multi-attacker bonus is increased to 3 dice rather than the normal 2. Furthermore, Dissonance switched from purely physical to all defense, meaning that it's debuff helps our flying sword as well as our more powerful arts such as FSS.

But that's the easy stuff, the simple synergy. Now it's time for the fun stuff, the new synergy between FVM and FZ.

Shielding Gale: oo
Cost: 5 Qi
Instant, Response
The user releases a sudden pulse of qi in an expanding spiral around themselves, kicking up furious winds. Provides five dice of defense against projectile attacks targeted at allies or the user within sixty meters, which lasts two turns. As a secondary effect, on a successful clash, all enemies within ten meters of the user are pushed back twenty meters, suffering a DV 1 attack.
And
Fleeting Strike: ooo
Cost 8 Qi
The users command of the wind surges into a mighty gale, driving back onrushing foes and enabling escape. The user makes a projectile attack with a five die bonus against a foe within eighty meters. On hit, the target is pushed backward sixty meters, along with any other enemies under the effect of Against the Wind. This motion must be away from the user and their allies. If completing the push becomes impossible due to obstacles, the target suffers four basic damage. The push may be resisted with a four success Strength test.

Allow us to control the distance between us and the opponent. FVM forces a perception test before a person outside of 20m can move towards us. As long as the push is successful we can force people to continually pass a 6 perception test. Furthermore, FZ provides a variety of slows and increases in speed so we can maintain the distance that we want easier than they are able to approach us.

With PLR also forcing a perception test before a strike can land, we have the potential to be hideously difficult for anyone who didn't properly prepare perception arts to engage us at all. A melee person who wants to get inside 20m to deal their damage may have to pass 2 perception tests to even begin a clash, and later on that could become a difficult hurdle to overcome.
 
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Maybe so. But would Ling Qi be sufficient politically savvy to realize that?
Well, yes.

It's...obvious? Sun Liling publicly declared that she wasn't allied with him, poached his victims for her own faction, and didn't even bring him along for her surrender.

There's no reason to assume they're associated unless you're overthinking it, and poorly at that.

Ling Qi's too absentminded for that kind of hypochondriac-like speculation.
 
So, considering all this, what do you guys expect for Ling Qi's actions to be on, say, the first two or three rounds of combat?
Well, as far as the mass-combat round goes, I'd say to throw up :
-Mist of the Vale + Dissonance of Night's Terror (instant) + Springs End Aria (instant)
-Followed by Winter Eternal Cadenza to recover all the qi spend
-And then we can cut loose with Illustrious Phantasmal Festival or Breath of Stygian Depths and their followup techs depending on how the tougher oppenents are doing.
 
Well, I particularly like AE, and while I can see specific instances where AE's Black Earth Voraciousness would be more valuable than FSS's Winter Eternal Cadenza I have a feeling that arguing the point would be... pointless. The people who like AE will like AE and the people who don't like it won't like it and I doubt anything will convince otherwise. While I feel slightly miffed that Winter Eternal Cadenza has the qi gain thing there are specific aspects of Black Earth Voraciousness that make it better as a finisher than Winter Eternal Cadenza.

The other aspects of AE are not redundant, or no more redundant than having a cohesive strategy with multiple layers and the ability to take advantage of that strategy, and so I don't feel a particular need to go over that.

However, it is time... time to extoll the virtues of FVM and the new inherent synergy that our build has created!


Now, for reference, I only quoted part of FVM, the parts that I will be talking about. Specifically Mist of the Vale and Diapason of the Lost Traveler along with Dissonance of Night's Terror.

First up, Dissonance of Night's Terror. Nothing new here, other than we get an effective +3 to any of our attacks the turn after we engage Dissonance. The switch on turns 2+ to attacking before we attack grants the multi-attacker bonus to us rather than the other way around, AC means that the multi-attacker bonus is increased to 3 dice rather than the normal 2. Furthermore, Dissonance switched from purely physical to all defense, meaning that it's debuff helps our flying sword as well as our more powerful arts such as FSS.

But that's the easy stuff, the simple synergy. Now it's time for the fun stuff, the new synergy between FVM and FZ.


And


Allow us to control the distance between us and the opponent. FVM forces a perception test before a person outside of 20m can move towards us. As long as the push is successful we can force people to continually pass a 6 perception test. Furthermore, FZ provides a variety of slows and increases in speed so we can maintain the distance that we want easier than they are able to approach us.

With PLR also forcing a perception test before a strike can land, we have the potential to be hideously difficult for anyone who didn't properly prepare perception arts to engage us at all. A melee person who wants to get inside 20m to deal their damage may have to pass 2 perception tests to even begin a clash, and later on that could become a difficult hurdle to overcome.
My gosh.

If we can get a combat-spec'd stealth art before the tournament things just become nuts.

Granted, FVM 7 is likely better for letting us punch up, but still. We should lean into stealth as soon as the Tournament is over.
 
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